Walkthrough

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| _ \ __ _ _ _ ___ ___ / _| | _ \ _ _(_)_ __
| | | |/ _` | | | / __| / _ \| |_ | |_) | | | | | '_ \
| |_| | (_| | |_| \__ \ | (_) | _| | _ <| |_| | | | | |
|____/ \__,_|\__, |___/ \___/|_| |_| \_\\__,_|_|_| |_|
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Author: Warfreak
Version: 1.2
Date Started: 28/5/08
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Table of Contents
[1] Introduction
[1.01] Introduction
[1.02] Version History
[2] Terrain
[2.01] Definitions
[2.02] Ground Terrain
[2.03] Naval Terrain
[2.04] Bases
[3] Units
[3.01] Definitions
[3.02] Damage Equations
[3.03] Ground Units
[3.04] Aerial Units
[3.05] Naval Units
[4] Weather
[4.01] Fog of War
[4.02] Weather Conditions
[5] Commanding Officers
[5.01] CO Units and the CO Zone
[5.02] Your Commanding Officer
[6] The Playbook
[6.01] The Campaign
[6.02] Destroyed World / Days of Ruin
[6.03] One Life / A Single Life
[6.04] The Closed Village / Freehaven
[6.05] Next Destination / Moving On
[6.06] A New Ally / New Allies
[6.07] Observer of Fear / Fear Experiment
[6.08] A Place to Live / A Kind of Home
[6.09] Flowers of Evil / A New Threat
[6.10] Gate of Steel / The Beast
[6.11] Day of Rest / Almost Home
[6.12] Storm Clouds / A Storm Brews
[6.13] History of Hatred / History of Hate
[6.14] Rearguard Action / Greyfield Strikes
[6.15] A Hero's Farewell
[6.16] Escape on Ice / Icy Retreat
[6.17] Hope Never Dies / Hope Rising
[6.18] Sudden Mutation / The Creeper
[6.19] Survival Chances / Panic in the Ranks
[6.20] The Saved Village / Salvation
[6.21] Counter-Attack / Waylon Flies Again
[6.22] Countdown / Lin's Gambit
[6.23] Pulsatrix Assault / The Great Owl
[6.24] Sacrifical Lamb
[6.25] Inside Pulsatrix / Crash Landing
[6.26] Final Experiment / Lab Rats
[6.27] Beam of Light / Sunrise
[A] Contact Information
[B] Webmaster Information
[C] Credits
[D] Sites FAQ is on
[E] Copyright
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[1.01] Introduction
Welcome to my 35th guide, and my first for the Advance Wars series. This
guide is a battle guide, which really means that it covers everything to do
with gameplay, from terrain, strategies, units, COs and such. I hope this
actually works out for you. Please note that I'm using the EU/Pacific version
and not the US version, and that is going to play a role in the name of
COs and units, but the content will remain the same.
Well, the above was true, it was a battle guide, till a FAQ sounded more and
more attractive. So guide change I guess. It won't cover trial maps or normal
maps, that you should be able to do yourself.
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[1.02] Version History
Version 0.1 [28/5/08]
Started guide. Completed Chapter 2, made headway on Chapter 3.
Version 0.2 [30/5/08]
Finished the basic Stats on Chapter 3, need to place some notes there.
Version 0.3 [31/5/08]
Started on making some notes.
Version 0.4 [1/6/08]
Finished all the notes on the units. There is still some more to go.
Version 0.5 [3/6/08]
Changed the Battle Guide into a FAQ. Finished the Weather and Started on the
CO's, the intro for CO's are done.
Version 0.6 [4/6/08]
Finished most of the COs, too busy watching House.
Version 0.7 [5/6/08]
Finished the final COs. Started on the Campaign.
Version 0.8 [30/6/08]
Finished a few missions.
Verison 0.9 [28/8/08]
A long awaited update, stopped due to FFTA2. But an update none the less.
3 Mission Done.
Version 1.0 [30/8/08]
Small update, but update none the less.
Version 1.1 [26/10/08]
In my push to get as many guides done, this is on my hit list. I should
finish this in about 2 days, there are only 7 missions to do, which make
things a lot easier. Expect this to be finished soon.
Version 1.2 [27/10/08]
Guide complete. All done. Finally. That takes a load off.
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[2.01] Definitions
Terrain is what you are playing on, and it is important, especially for your
ground and naval forces. Aerial units don't use terrain, so they really don't
need to be mentioned here.
First of all, the terrain will effect the mobility of all the units that will
pass over it. Think of it as a point system. A unit will have a certain
mobility number, and for each terrain that it needs to cross over, take away
the mobility of the terrain from the unit's mobility, and that is how it
works.
Second, terrain has a defensive value which will give a defensive boost to
a defending unit when attacked. Third, certain terrain, in particular, bases,
will provide bonuses for your army such as defensive and attack boosts, radar
and funds for your purchases. And finally, terrain is what your units are
going to be on, so a good understanding is vital.
In Fog of War conditions, terrain is going to play a massive role. Certain
terrain, such as controlled cities, forests, reefs and fog are hiding places
for units, that is, units hiding in these terrain types, except for aircraft,
will be hidden UNLESS an enemy unit is next to that terrain. Flame Pillars
play a role as they provide +5 vision to the area around the pillar to all
players. Use this wisely. Terrain is going to be the most crucial element in
such battles, as a hidden indirect unit can pound a massive army into nothing
but tethers.
Anyway, ahead with the terrain definitions. It is going to be structured
like this
Terrain Name: X
Terrain Type: Ground or Sea
Defensive Stars: Out of 4
Funds Provided: 0 or 1000
Special: Production, Hiding, Etc
Repairs: Ground, Sea or Air, or None
Movement Costs
Infantry : X
Bazooka : X
Tire A : X
Tire B : X
Tank : X
Air : X
Ship : X
Transport : X
--==Notes==--
My personal comments
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[2.02] Ground Terrain
Ground Terrain is land, terra firma, etc. It is something that naval units
can't get onto, which is short of a definition. Lets go.
Terrain Name: PLAINS
Terrain Type: Ground
Defensive Stars: *
Funds Provided: 0
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 2
Tire B : 1
Tank : 1
Air : 1
Ship : -
Transport : -
Notes :The most common type of terrain on large maps based on ground. They do
not offer any disadvantage, except to Tire A units, such as Recon,
Missiles and Rockets.
Terrain Name: ROAD
Terrain Type: Ground
Defensive Stars: -
Funds Provided: 0
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 1
Tire B : 1
Tank : 1
Air : 1
Ship : -
Transport : -
Notes :The best terrain to move on since it does not offer disadvantages to
any units, but it does not, however, provide any defence to units, so
that could be a disadvantage.
Terrain Name: WOODS
Terrain Type: Ground
Defensive Stars: ***
Funds Provided: 0
Special: Hiding Spot for Ground Units
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 3
Tire B : 3
Tank : 2
Air : 1
Ship : -
Transport : -
Notes :Woods are the one of the hiding spots for your ground units, next to
ruins and cities. It provides excellent defence but it is extremely
hard for vehicles to move onto it with the high movement costs.
Terrain Name: WASTELANDS
Terrain Type: Ground
Defensive Stars: **
Funds Provided: 0
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 3
Tire B : 3
Tank : 2
Air : 1
Ship : -
Transport : -
Notes :This is the same as a forest, except that it doesn't hide your troops.
Not that common, and not very useful either.
Terrain Name: MOUNTAIN
Terrain Type: Ground
Defensive Stars: ****
Funds Provided: 0
Special: +3 Vision to Bazooka Units
Movement Costs
Infantry : 2
Bazooka : 1
Tire A : -
Tire B : -
Tank : -
Air : 1
Ship : -
Transport : -
Notes :Only infantry and air units can transverse up here. It is useful for
mechs in particular since they get a GREAT boost to vision and they are
at max defence here.
Terrain Name: RUINS
Terrain Type: Ground
Defensive Stars: *
Funds Provided: 0
Special: Hiding Spot for Ground Units
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 2
Tire B : 1
Tank : 1
Air : 1
Ship : -
Transport : -
Notes :A ruined city, these provide hiding spots for ground units during fog
of war. Not as good as the woods for defence, but it still provides
protection. The best is the city though.
Terrain Name: SHOALS
Terrain Type: Ground/Sea
Defensive Stars: -
Funds Provided: 0
Special: Landers and Missile Boats can land here
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 2
Tire B : 2
Tank : 1
Air : 1
Ship : -
Transport : 1
Notes :This is where you are going to normally land your units to fight the
enemy units. They do not provide a lot of protection, and you don't
want your forces on the defensive here. A plain is better than this.
Terrain Name: RIVER
Terrain Type: Ground
Defensive Stars: -
Funds Provided: 0
Movement Costs
Infantry : 2
Bazooka : 1
Tire A : -
Tire B : -
Tank : -
Air : 1
Ship : -
Transport : -
Notes :Rivers are going to be the deathbeds of infantry. They are only
passable by infantry and air units, and they offer no defence. It
is not common since there are normally bridges nearby.
Terrain Name: BRIDGE
Terrain Type: Ground/Sea
Defensive Stars: -
Funds Provided: 0
Special: Naval Units can pass through
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 1
Tire B : 1
Tank : 1
Air : 1
Ship : 1
Transport : 1
Notes :This is basically a road across water, which can both be used by
ground and naval forces. However, there is no defence here, so make
sure you don't linger here.
Terrain Name: FIRE PILLAR
Terrain Type: Impassable
Defensive Stars: -
Funds Provided: 0
Special: Lights up an area of a 5 Square Radius around it.
Notes :This will basically light up the area with a 5 square radius. It will
look like what is below. It does not, however, see through hiding
places. Dangerous to be around in Fog of War.
#
###
#####
#######
#########
#####F#####
#########
#######
#####
### F = Fire Pillar
# # = Lit up Spaces
Terrain Name: METEOR
Terrain Type: Impassable until Destroyed
Defensive Stars: -
Funds Provided: 0
Special: Blocks Terrain Until Destroyed
Notes :The Meteor will have 99 HP and you need to destroy it to pass. Once it
is destroyed, it will turn into a Plain.
Terrain Name: PLASMA
Terrain Type: Impassable
Defensive Stars: -
Funds Provided: 0
Special: Blocks Terrain
Notes :It will only be destroyed when the one of the meteors that found the
Plasma has been destroyed. Once removed, it turns into plains.
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[2.03] Naval Terrain
This is what you are going to be using if you are going to develop a navy,
and on maps with some element of seas, you'd be foolish not to because how
are you going to land some serious firepower? Anyway, move on.
Terrain Name: SEA
Terrain Type: Sea
Defensive Stars: -
Funds Provided: 0
Movement Costs
Infantry : -
Bazooka : -
Tire A : -
Tire B : -
Tank : -
Air : 1
Ship : 1
Transport : 1
Notes :This is the default terrain of the sea, the plains of the sea as it
were. You generally don't want to hide here, there isn't much cover.
Terrain Name: ROUGH SEA
Terrain Type: Sea
Defensive Stars: **
Funds Provided: 0
Movement Costs
Infantry : -
Bazooka : -
Tire A : -
Tire B : -
Tank : -
Air : 1
Ship : 2
Transport : 2
Notes :You move slower through here because the sea isn't as calm as you'd
like. It's slower but provides a bit more cover.
Terrain Name: SEA FOG
Terrain Type: Sea
Defensive Stars: *
Funds Provided: 0
Special: Provides a Hiding Spot for Naval Units
Movement Costs
Infantry : -
Bazooka : -
Tire A : -
Tire B : -
Tank : -
Air : 1
Ship : 1
Transport : 1
Notes :Probably what'd you be keeping to in Naval battles with Fog of War
on. Provides decent cover as well as hiding during Fog of Wat battles.
Terrain Name: REEF
Terrain Type: Sea
Defensive Stars: **
Funds Provided: 0
Special: Provides a Hiding Spot for Naval Units
Movement Costs
Infantry : -
Bazooka : -
Tire A : -
Tire B : -
Tank : -
Air : 1
Ship : 2
Transport : 2
Notes :Sort of like the Rough Sea, except it provides a hiding spot for
Fog of War battles. Great places to hide.
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[2.04] Bases
What you need to start capturing and taking care of during your battles. You
need to note that in Fog of War, all bases that are currently not in your
possession will be a hiding spot and will continue to do so unless you move
next to it. This provides the best hiding places for Indirect Units, since
they have the best protection and are resupplied every turn.
Terrain Name: HEADQUARTERS
Terrain Type: Ground
Defensive Stars: ****
Funds Provided: 1000
Special: Resupplies Ground Units
Repairs: Ground
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 1
Tire B : 1
Tank : 1
Air : 1
Ship : -
Transport : -
Notes :You want to protect this at all costs, once the enemy captures your
HQ, then it is game over for you and a defeat as well. As the HQ is
captured, if the game continues, it is converted into a normal city.
Terrain Name: CITY
Terrain Type: Ground
Defensive Stars: **
Funds Provided: 1000
Special: Resupplies Ground Units
Repairs: Ground
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 1
Tire B : 1
Tank : 1
Air : 1
Ship : -
Transport : -
Notes :This is the mainstay of your funds, cities is what you are going to be
fighting over for the good part of the game. The more you capture, the
more money you get to fight with.
Terrain Name: FACTORY
Terrain Type: Ground
Defensive Stars: ***
Funds Provided: 1000
Special: Resupplies Ground Units, Builds Ground Units
Repairs: Ground
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 1
Tire B : 1
Tank : 1
Air : 1
Ship : -
Transport : -
Notes :This is one of the most strategic goals, you want to make sure you get
more of these, the closer to the enemy the better, while you don't want
the enemy to get these. You need these to survive.
Terrain Name: AIRPORT
Terrain Type: Ground
Defensive Stars: ***
Funds Provided: 1000
Special: Resupplies Air Units, Builds Air Units
Repairs: Air
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 1
Tire B : 1
Tank : 1
Air : 1
Ship : -
Transport : -
Notes :Again, another strategic structure, and it is useful since it produces
extremely useful transport units and some of the most powerful units
in the game.
Terrain Name: PORT
Terrain Type: Ground/Sea
Defensive Stars: ***
Funds Provided: 1000
Special: Resupplies Naval Units, Build Naval Units
Repairs: Naval
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 1
Tire B : 1
Tank : 1
Air : 1
Ship : 1
Transport : 1
Notes :The final strategic structure, and again, some extremely powerful
units are produced here. Note that naval units can access this area.
Terrain Name: SILO
Terrain Type: Ground
Defensive Stars: **
Funds Provided: 0
Special: Launches Missiles
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 1
Tire B : 1
Tank : 1
Air : 1
Ship : -
Transport : -
Notes :Here, infantry units can launch missiles at enemy forces. It is
attacking in this form (see below) and can damage up to 13 squares
for 3 damage each, regardless of unit type. Ouch!
X
XXX
XXOXX
XXX O = Centre of Blast
X X = Damaged Squares
Terrain Name: RADAR
Terrain Type: Ground
Defensive Stars: **
Funds Provided: 1000
Special: Reveals squares in Fog of War Conditions
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 1
Tire B : 1
Tank : 1
Air : 1
Ship : -
Transport : -
Notes :This acts like a Fire Pillar, in the same way as it reveals squares
during fog of war. Unlike the Fire Pillar, you get a defensive boost
and some war funds.
Terrain Name: COMM TOWER
Terrain Type: Ground
Defensive Stars: **
Funds Provided: 1000
Special: Boost in Attack and Defence
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 1
Tire B : 1
Tank : 1
Air : 1
Ship : -
Transport : -
Notes :This allows you to boost the attack and defence capabilities of all
your units by 5%, for EACH ONE that you have.
Terrain Name: TEMPORARY AIRPORT
Terrain Type: Ground
Defensive Stars: *
Funds Provided: 0
Special: Can be constructed by Mobile Workshops/Rigs
Repairs: Air
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 1
Tire B : 1
Tank : 1
Air : 1
Ship : -
Transport : -
Notes :These are built by the Mobile Workship. These act like normal airports
except for one glaringly obvious difference, they can't produce any
aircraft. They must be built on Plains though.
Terrain Name: TEMPORARY PORT
Terrain Type: Ground/Sea
Defensive Stars: *
Funds Provided: 0
Special: Can be constructed by Mobile Workshops/Rigs
Repairs: Naval
Movement Costs
Infantry : 1
Bazooka : 1
Tire A : 1
Tire B : 1
Tank : 1
Air : 1
Ship : 1
Transport : 1
Notes :Again, these act as normal ports, built by workshops, can be captured
by infantry. They must be built on Shoals however.
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[3.01] Definitions
Units are what you are going to be fighting with during the game, no
exceptions. Without any units on the field at any time after the first turn,
you will automatically lose the game, so it is advisible to have them lying
around. You can have a max of 50, any more and the game can't handle it. I
am going to write down some definitions for you to make sure you know what
it is I'm talking about.
* Cost is going to be how many funds that your unit is going to cost. The more
powerful the unit is, the more funds required.
* Mobility is how far your unit can move along the terrain. The mobility value
and actual distance travelled will depend on the terrain's movement cost.
* Movement Type will tell you how the unit is going to move. Infantry are
going to be Infantry, Bazookas are going to be Bazookas, Light Vehicles are
either Tire A or B, Tanks are Tanks, Aircraft are Air, Naval units are Ship
and Landers + Missile Boats are Transport.
* Vision will tell you how far the unit can see during Fog of War conditions.
The vision, however, will not allow you to see into hiding places unless you
move past them.
* Gas is the amount of spaces the unit can move before it cannot move anymore
at all. All non-ground units, that is aerial and naval units consume fuel
before the start of your turn and once these units have no more fuel, they
will crash or sink. Ground units however, will be immobile and not move.
They still work however, but odds are, they won't run out of fuel.
* Armour is what type of armour the unit has. Infantry have Infantry or no
armour, Light Vehicles such as Recons and Flares have Light Armour, Tanks
have medium armour, Heavy Tanks have Heavy Armour and Megatanks have
Very Heavy armour.
* Attack Range will determine how far the unit can attack WITHOUT MOVING. The
attack range for direct units is ALWAYS 1 while it will vary with indirect
units.
* Primary Weapon is what the unit will normally use against targets and this
is generally their strongest attack. The Primary Weapon always has limited
ammo and when it does run out, it will switch to a secondary weapon, if
possible. Certain units can only be attacked with the Primary Weapon, for
example, Cruisers against other Ships.
* The Secondary Weapon is what the unit will use if there is no primary weapon
or there is no more ammo in the primary weapon, OR if an attack on the
targets warrants the secondary weapon. For example, Cruisers can use their
Secondary AA Gun on Aircraft but not their anti-ship missiles.
* Material is the amount of Material a unit can carry. This only applies to
Mobile Workshops/Rigs and Carriers. These are used to build special units
or structures, and cannot be replaced, unless with a secret CO power so you
need another new unit for more material.
* Very Vulnerable means that the unit is extremely weak when attacked by
the following units.
* Vulnerable means that the unit is weak when it is attacked by the following
units.
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[3.02] Damage Equations
Okay, lets go all over how damage is dealt and received by your units and
enemy units.
--==Damage==--
* All units start off dealing 100% of their default damage. Their default
damage is determined based off their weapon and who their enemy target is
currently. These will be listed for each of the units.
* The next problem is the health of the unit. The health of the attack unit
will determine how strong it is. The ratio is:
Attacking Unit's HP/10.
That means, if the attacker is on 8, it will get 80% of full damage based
on the ratio, while a perfectly healthy unit will be 100%. Another example
is a unit on 5HP will attack at 50% strength.
* The third part will be the Attacking Unit Stat/Defence State. That means
the total attack power of the attacking unit, including external factors
over the defensive statistic of the defender, which will be discussed
later. For example, lets keep it simple, a Tank is attacking another Tank.
All things being equal, they are both on roads, no veterancy. So, the
attacking stat is:
100 (Attacking Tank) / 100 (Defending Tank).
! Therefore, the damage equation of the attack is as follows. Please note
that Default Damage, Health and Attack/Defence are all expressed as
percentages and fractions, no full values.
Default Damage against Unit X Health/10 X Attack/Defence
* Note that the Default Damage will not change. The Health will change as
well the Attack.
--==Damage Modifiers==--
There are several factors that can influence the Attacking Stat of your
unit. Lets go through them:
* If the Unit is at Level 1, add 5 extra attack stat points.
* If the Unit is at Level 2, add 10 extra attack stat points instead.
* If the Unit is Veteran or Ace, add 20 extra attack stat pionts instead.
* If the Unit is in the CO Zone, add an extra 10 attack stat damage.
* If the Unit is in the Co Zone and fits the bonus of the CO, Increase
attack stat by 10 for each star in Attack Up
* If there is a Sandstorm, -30 attack stat points for the unit, except for
those will Lily/Penny as CO.
* If you have Communication Towers in your possession, add 5 attack stat
points for EACH Tower.
Please note that the damage for veterancy DOES NOT STACK. So Aces get 20 extra
points, not 35 which means stacking. Please keep this in mind.
Examples:
* The Attack Stat of a Battleship, Ace, in CO Zone with CO Bonus of 2 Stars
attack against a Heavy Tank on the road, Full Health, is:
Default Damage (50%), Health 10/10 (100%), Attack/Defence (150/100) = 75%
= 75% Damage will be the Result
* A Rocket Unit, Level 2, 7HP, In CO Zone, 3 Comm Towers in control attacks
a Anti-Air on the road, Full Health is:
Default Damage (75%), Health 7/10 (70%), Attack/Defence (135/100) = 70%
= 70% Damage will result. Note that Damage is ROUNDED DOWN REGARDLESS
* A Bomber, Level 1, 4HP, In CO ZONE, 2 CO Stars, 2 Comm Towers, In Sandstorm
attacks a Mega/War Tank on the road, Full Health is:
Default Damage (75%), Health 4/10 (40%), Attack/Defence (115/100) = 34%
= 34% Damage will result.
--==Defence==--
Note that there is no real ratio for this. Instead, defence will act through
the Defence Stat. So far, my Examples have been through the default with no
defence from terrain, no veterancy, etc. However, that will chance. The
Defence stat can be modified by:
* The Default Value is, 100 Defence Stat Points
* If the Unit is on Ace/Veteran, add 20 extra defence stat points
* The Terrain, if provides cover, will give defence points equal to:
TERRAIN STARS X HEALTH OF DEFENDER
* For Each Communication Tower, add an extra 5 Defence Points for EACH TOWER.
* If it is in the CO Zone, add an extra 10 Defence Points.
* If it fits the CO Bonus whilst in CO Zone, Increase Points by 10 points
per Star
* If your are playing Finn/Weylon as CO and use his CO Power, increase all
air defence by 250%.
Example:
* The Defence Stat of a Tank, In the CO Zone, 2 CO Stars, 1 Comm Tower,
Level 2, On a Wood Tile, on Full Health.
= Default (100) + Co Zone (10) + 2 CO Stars (20) + Comm Tower (5) +
Level 2 (0) + Wood Tile (3X10) = 165.
Note that Level 1 and 2 Units DO NOT GET A BOOST in Defence.
--==Combat Equation==--
Now combine the two together. Remember the equation:
DEFAULT DAMAGE X HEALTH X (ATTACK STAT/DEFENCE STAT) = Damage
Now, combine the two examples with the following.
* A Battleship, Ace Level, In the Co Zone with 2 CO Stars attacks a Tank
In the Co Zone with 2 Co Stars, 1 Comm Tower on a Wood Tile, Full Health.
= 65% X 100% X (150/165) = 59% Damage
and there you have it, you now know how to do the Combat Equation. Except
who cares, you really are hear to have fun, aren't you. I do hope so, and not
here to hear my Maths Lecture.
--==Luck==--
Again, Luck is back. The Luck factor is that units can somehow deal more
damage than they are meant to. However, with Nell in this game, your units
can only deal ONE extra damage, tops. Again, Luck is another equation:
(Random Value Between 0 and 1) X Unit HP X (Attack/Defence)
As such, the health of the Unit will prevent weak 1 HP units dealing more
damage than they are meant to. As such, Luck is a relatively minor factor
in this game. Think of it as a stray bullet disabling a tank's engine.
--==Veterancy==--
To prevent your units to be send and forget fodder, there is Veterancy. As I
have shown you, Veterancy can mean extra damage and extra defence as your
troops become more experienced. After all, more experienced troops are more
ready for battle, been there and done that.
All units can gain veterancy, provided that it is enabled in the games rules.
All one has to do to gain veterancy is to actually destroy a unit, regardless
of who dealt the most damage. Veterancy is awarded to the unit how delivers
THE KILLING BLOW, NOT the MOST DAMAGE.
Personally, I prefer the C&C style where Veterancy is gained determined on
how much damage you cause in relation to unit cost. That makes more sense
that killing a unit and being more experienced.
And now onto the units.
------------------------------------------------------------------------------
[3.03] Ground Units
Ground Units are all deployed from your Factorys and are to be used on the
ground. They are no good in the air, and no good on the sea, but on the
ground, hence the name, ground units.
****************
*Infantry Units*
****************
Unit Name : Infantry
Description : Cheapest Unit. Can Capture Bases. vision +3 when on
Mountains
Cost : 1500 Credits
Gas : 99
Vision : 2
Attack Range : 1
Mobility : 3
Movement Type : Infantry
Armour : Infantry
Primary Weapon : None
Primary Ammo : -
Primary Attacks : -
Secondary Weapon : Machine Gun
Secondary Ammo : Infinite
Secondary Attacks : Infantry, Vehicles, Helicopters
Very Vulnerable To : Bomber, Mega Tank, Anti-Air, Rockets, Heavy Tank,
Mech Gun, Ship Plane
Vulnerable To : Flare, Recon, Tank, Battle Heli, Battleship, Anti-Tank
Default Damage:
Infantry - 55 Mech Gun - 10 Missile Boat - NA
Bazooka - 45 Anti Tank - 30 Lander - NA
Motorbike - 45 Rockets - 20 Interceptor - NA
Recon - 12 Missiles - 20 Bomber - NA
Flare - 10 Workshop - 14 Fighter - NA
Anti-Air - 3 Battleship - NA Battle Heli - 8
Tank - 5 Cruiser - NA Trans Heli - 30
Heavy Tank - 5 Carrier - NA Ship Plane - NA
MegaTank - 1 Submarine - NA Meteor - 1
--==Notes==--
Your infantry unit, which costs an extra 500 credits than before, due to
infantry spamming. Again, they are useful because they are used to capture
enemy cities and one thing that isn't mentioned, launch missiles.
On the battlefield, they are only useful at the start, and after that, they
lose their usefulness. They are creamed by anything that moves. They are
only useful in doing one thing, they are extremely handy in removing
enemy Anti-Tank units. Look at the chart above and see that besides attack
other infantry, they are very good against Anti-Tank units. Unless you are
looking for a cheap Meat Shield, use this only to capture bases and launch
missiles.
--==Pros and Cons==--
+ Cheapest Unit in the game
+ Good damage against other Infantry units
+ Can capture bases and launch missiles
+ Good against Anti-Tanks
+ Quick across Terrain
+ +3 Vision on top of mountain
+ Slightly more damage than Helis
- Extremely weak armour
- Weak attack against armoured units
- Slower across mountains and heavy terrain
--==Killing Them==--
You really need my help on killing infantry units? You've got to be kidding.
Anyway, there are basically many things that can 1 hit KO infantry, ranging
from the Mega Tank to Bomber, while other units can seriously wound them. The
only hard part is when they are on 3* and 4* terrain where they will not
die that easily. But since they can't fight back very well, it isn't much of
a problem.
--==Commander==--
Seriously, unless there is only infantry on a pre-deployed map, you should
not really mount a CO into an Infantry unit. It would be too easy to kill the
unit and while it may be cheap, it surely isn't worth it. Besides, there are
many units that can move faster.
Also, the AI will, being smart, not place their CO on this unit as well,
because it is smarter than that.
---------------------------------------
Unit Name : Bazooka (EU/AUS), Mech (US)
Description : Attack Power High. Can Capture Bases. Vision +3 when on
Mountains.
Cost : 2500 Credits
Gas : 70
Vision : 2
Attack Range : 1
Mobility : 2
Movement Type : Bazooka
Armour : Infantry
Primary Weapon : Bazooka
Primary Ammo : 3
Primary Attacks : Vehicles
Secondary Weapon : Machine Gun
Secondary Ammo : Infinite
Secondary Attacks : Infantry, Vehicles, Helicopters
Very Vulnerable To : Bomber, Anti-Air, Mega Tank, Rockets
Vulnerable To : Mech Gun, Ship Plane, Heavy Tank, Tank, Flare, Battleship
Default Damage:
Infantry - 65 Mech Gun - 70 Missile Boat - NA
Bazooka - 55 Anti Tank - 55 Lander - NA
Motorbike - 55 Rockets - 85 Interceptor - NA
Recon - 85 Missiles - 85 Bomber - NA
Flare - 80 Workshop - 75 Fighter - NA
Anti-Air - 55 Battleship - NA Battle Heli - 12
Tank - 55 Cruiser - NA Trans Heli - 35
Heavy Tank - 25 Carrier - NA Ship Plane - NA
MegaTank - 15 Submarine - NA Meteor - 15
--==Notes==--
The strongest infantry unit in the game, they are armed with one dangerous
weapon, the Bazooka. The change to make sure that Mech spams are more
effective with an lower cost. Except that such spams are actually quite
easy to kill, using Battle Helis and Anti-Airs to counters.
Although they have some power against Vehicles, they are infantry units
which make them having no armour, and their mobility will restrict how much
damage they can deal. They are effective in Fog of War conditions with
dealing with enemy Recons that are attempting to scout out your base.
Also, their slow speed will not allow them to take down indirect, which may
be a problem if you are trying to sneak up on them.
Like infantry, they can take bases and launch silos. Also, they are the most
effective ground unit attack Anti-Tanks in terms of cost and relative damage.
They deal more default damage than any direct attack tank. Again, the problem
is getting them close. For large maps, if you plan to use these, you need a
transport closeby.
--==Pros and Cons==--
+ Great damage against armoured units
+ Can capture bases and launch missiles
+ Fastest across mountains
+ Easy to Spam
+ Cheaper than before
+ Great against Anti-Tanks
- Extremely Slow
- Poor Counterattack
- Still have infantry armour
- Needs a Transport for great distances.
--==Killing Them==--
They aren't that hard to take down, they are easy since there are many
units that are relatively good against infantry such as Anti-Airs and the
MegaTank. However, the problem is that they can counter-attack and deal
some damage, or they would spot you and attack first and dish out some
damage.
You can use Air units to get around this or use some indirects and take
the Bazookas down. Since it would be risky to use your ground units, if
you have to use ground units, pound it with some infantry, or hope that
your AA is lucky and scores a kill. Do not engage with armour without
dealing more than 85% damage, because their counterattack, over time, will
kill. Death by a million paper cuts.
--==Commander==--
Not a great idea since they are so slow. Their armour is also quite weak and
would seriously be a waste of your time and enengy. For this, the enemy
doesn't use a Mech as the Commander unit either.
---------------------------------------
Unit Name : Motorbike (EU/AUS), Bike (US)
Description : Infantry Unit. High Mobility. Able to capture bases.
Cost : 2500 Credits
Gas : 70
Vision : 2
Attack Range : 1
Mobility : 5
Movement Type : Tire B
Armour : Infantry
Primary Weapon : None
Primary Ammo : -
Primary Attacks : -
Secondary Weapon : Machine Gun
Secondary Ammo : Infinite
Secondary Attacks : Infantry, Vehicles, Helicopters
Very Vulnerable To : Bomber, Anti-Air, Mega Tank, Rockets
Vulnerable To : Mech Gun, Ship Plane, Heavy Tank, Tank, Flare, Battleship
Default Damage:
Infantry - 65 Mech Gun - 15 Missile Boat - NA
Bazooka - 55 Anti Tank - 35 Lander - NA
Motorbike - 55 Rockets - 35 Interceptor - NA
Recon - 18 Missiles - 35 Bomber - NA
Flare - 18 Workshop - 20 Fighter - NA
Anti-Air - 5 Battleship - NA Battle Heli - 12
Tank - 8 Cruiser - NA Trans Heli - 35
Heavy Tank - 5 Carrier - NA Ship Plane - NA
MegaTank - 1 Submarine - NA Meteor - 1
--==Notes==--
One of the newer units introduced into the game, which is probably more useful
than adding another tank. First was the Tank, then Md Tank, then Neo Tank, the
Mega Tank, next would be Super Tank. Anyway, they are designed to be like the
Bazooka/Mech, they are advanced infantry.
These guys are useful because of their mobilty and their cheap cost. As such,
they are useful early game to capture bases a good distance away since they
are as fast as an APC transport without the extra cost. However, it doesn't
completely replace infantry. Their Tire B movement makes them much slower
than infantry on certain tiles, such as Forests, and they also cannot be
used to enter mountain tiles. Imagine driving a Motorbike on a mountain.
There is also another problem that they cannot board Transport Copters and
Missile Boats. That limits their moving capabilities over impassible tiles
such as ocean tiles. However, with their long range, they can make good
hit and run attacks in Indirect units, in particular, the Anti-Tank which
seems to hate infantry fire.
Their good infantry killing ability will make them a cheap method of base
defence from transports rushing in and sending in infantry to capture your
bases. They are on the same cost as the Bazooka. Consider them a Mech without
the Bazooka and good range.
--==Pros and Cons==--
+ Relatively cheap
+ Good against enemy infantry
+ Good against the vile Anti-Tank
+ Extremely high mobility for infantry
+ Can capture bases
+ Can avoid range of Indirects and then attack
+ Useful for base defence against Infantry
- Cannot cross mountains
- Cannot use Transport Copters or Missile Boats
- Extremely Slow across Heavy Terrain with Tire B movement
- Little damage against armoured units
- Does not fully replace the role of Infantry and Mechs
--==Killing Them==--
It really is like a Bazooka unit, except you don't fear the counter-attack as
much as you'd normally do. Normal Infantry killers such as Anti-Airs can
grind this into the sand. They do not have any vehicle armour, they have the
same infantry armour, making them really, cannon fodder. And once you have
crippled them, the odds are that they cannot move quickly away since they
have the Tire B movement. Eliminate as if they were infantry.
--==Commander==--
These are not extremely effective in terms of placing your Commander in here.
It may be cheap, but unless you have no real power and just use the radius,
such as Carter, then you shouldn't consider it. The AI won't use this as a
Command Post either.
**********
*Vehicles*
**********
Unit Name : Recon
Description : Reconnaissance unit. High Mobility. Good range of vision.
Cost : 4000 Credits
Gas : 80
Vision : 5
Attack Range : 1
Mobility : 8
Movement Type : Tire A
Armour : Light
Primary Weapon : None
Primary Ammo : -
Primary Attacks : -
Secondary Weapon : Machine Gun
Secondary Ammo : Infinite
Secondary Attacks : Infantry, Vehicles, Helicopters
Very Vulnerable To : Mega Tank, Bomber, Heavy Tank, Rockets
Vulnerable To : Bazooka, Tank, Mech Gun, Ship Plane, Battle Heli,
Anti-Tank, Battleship
Default Damage:
Infantry - 75 Mech Gun - 45 Missile Boat - NA
Bazooka - 65 Anti Tank - 15 Lander - NA
Motorbike - 65 Rockets - 55 Interceptor - NA
Recon - 35 Missiles - 55 Bomber - NA
Flare - 30 Workshop - 45 Fighter - NA
Anti-Air - 8 Battleship - NA Battle Heli - 18
Tank - 8 Cruiser - NA Trans Heli - 35
Heavy Tank - 5 Carrier - NA Ship Plane - NA
MegaTank - 1 Submarine - NA Meteor - 1
--==Notes==--
The Recon is back, and it does what it is built for, reconnaissance. They
are designed for Fog of War conditions as a scout unit, and given the
cost, mobility and vision, they are worth it. Since this game is more
laden on hiding places, that is a benefit and disadvantage for the Recon.
The advantage is that hidden places in Fog of War will hide enemy units
and recons can easily scout them out. The disadvantage is their movement
type. They are extremely limited in actually crossing hiding places, which
are generally heavy terrain such as Woods.
Generally, unless there are a lot of roads, these should be replaced by
the Flare. More on that later. These are good against Infantry however, and
as such, they can easily protect your base from enemy bases even though
you are a good distance away. Their high mobility will allow them to rush
in and fight enemy infantry. That will make it more than useful early
game to deny your opponent from capturing cities.
Also, look at their default damage against enemy indirects, bar the Anti-Tank.
It is relatively high, and that makes them extremely useful in Fog of War
since you can outrange them easily. However, they do suffer from their
movement type and their armour. It is still weak, and that is a problem.
They also suffer from competition with the Flare. The flare is stronger
than the Recon, but that is a Tank unit. Therefore, the Recon is good on
light terrain such as citiess and roads, while Flares are good with
Forests and Wastelands. The fact that Recons are crap on Plains is a problem
though.
--==Pros and Cons==--
+ Extremely high mobility
+ Extremely large vision
+ Powerful against infantry
+ Powerful against indirect units
+ Faster on light terrain such as roads
+ Cheap and good for harrassing enemy infantry
+ Good form of base defence against infantry capture
- Movement type (Tire A) are horrible on Plains
- Weak against armoured vehicles
- Flare is stronger and more useful
- Designed for Fog of War play, nothing else
--==Killing Them==--
Recons are extremely lightly armoured vehicles. Think of it as a Jeep without
the armour. As such, most armoured units can cause it a world of hurt. Only
Infantry and Motorbikes will have some problem, they suffer against all
indirects, tanks, and the most fearful, the Mech unit. Several high tier
units can easily blow this apart such as the Mega Tank and the Bomber unit.
Also, Battle Helis can deal some good damage against these units without
suffering a major counter-attack.
--==Commander==--
I suggest you look harder to find a suitable Command Post than to use a
Recon. Although it is cheap, there are much better alternatives, such as a
Tank for instance. The AI will not use this as a Command Post either.
---------------------------------------
Unit Name : Flare
Description : In Fog of War, can fire flare rocket. Illuminates 2
square area where it lands.
Cost : 5000 Credits
Gas : 60
Vision : 2
Attack Range : 1
Mobility : 5
Movement Type : Tank
Armour : Light
Primary Weapon : Flares
Primary Ammo : 3 (Range 5)
Primary Attacks : -
Secondary Weapon : Machine Gun
Secondary Ammo : Infinite
Secondary Attacks : Infantry, Vehicles, Helicopters
Very Vulnerable To : Mega Tank, Bomber, Heavy Tank
Vulnerable To : Rocket, Tank, Bazooka, Ship Plane, Mech Gun, Battle Heli,
Anti-Tank
Default Damage:
Infantry - 80 Mech Gun - 45 Missile Boat - NA
Bazooka - 70 Anti Tank - 15 Lander - NA
Motorbike - 70 Rockets - 55 Interceptor - NA
Recon - 60 Missiles - 55 Bomber - NA
Flare - 50 Workshop - 45 Fighter - NA
Anti-Air - 45 Battleship - NA Battle Heli - 18
Tank - 10 Cruiser - NA Trans Heli - 35
Heavy Tank - 5 Carrier - NA Ship Plane - NA
MegaTank - 1 Submarine - NA Meteor - 5
--==Notes==--
This is the next addition to this game, and the big brother of the Recon.
Besides the difference of 1000 Credits to fund their construction, there are
more indepth differences.
First of all, they can fire the Flare Rocket, which allows them to light
up an area, the area the same size of that of a missile impact. That means
a 13 Square light up, like so:
X
XXX
XXXXX
XXX
X
And that is relatively useful. It will reveal all units that are in the
hiding spots without having a unit next to them. This makes the quite
valuable in Fog of War as a spotter unit for Rockets if they are hiding
in Hiding spots. Its useful, therefore, in Indirect Wars. The flare would
not however, light up Subs haved dived, since you'd need some more
advanced weaponry than that. To fire the Flare, you need to make it act
like an indirect unit. They can only fire the flare while stationary, so
stop and fire.
Also, their machine gun is more powerful than that of the Recon. So what,
its only 5 damage against infantry you might point out. But I point to the
Anti-Air column. Recons hit for 8, this hits for 45, which is quite a big
difference. They can be used as base defence for a longer period of time
than the Recon since they do some damage to armour.
It is also useful for its movement type. It can cross terrain much easier
but it is more limited in terms of how many tiles it can move. Outside
Fog of War however, normal people don't bother with this or the Recon,
they opt for the one up, AA and Tanks. Also, in Fog of War, look at the
Vision of this thing. 2. That isn't exactly useful. If there are a lot of
hiding places, use this over the recon. More heavy terrain, use the
Flare. No Fog, don't use any.
--==Pros and Cons==--
+ Their flares allow to spot hiding enemies
+ More powerful machine gun than Recons
+ Stronger against Infantry
+ Good against enemy Indirects and AAs
+ Faster across heavy terrain and plains
+ Flares light up a good distance away from the Flare.
+ Powerful against enemy Recons and Flares
- Poor vision, only 2 while Recon has 5
- Limited mobility, compared with the Recon
- Flares shut down after the end of turn
- Weak armour for a Tank unit
- Practically useless without Fog of War
--==Killing Them==--
These are just Recon units with more power and cost more. The defence of the
Flare is pretty much the same compared with the Recon and as such, it is
demolished by Tanks, Aircraft and Mech units. Therefore, use your Tanks,
Bombers, Indirects and Helis to bomb this into submission. As a side note,
they are rarely encounted in the AI, they deploy at most 3 per map, making
it hard to get those medals.
--==Commander==--
You are so close to purchasing a CO Tank, so this isn't exactly a good
choice either. Although it is cheap, there is no point of having a cheap CO
unit that is easily destroyed. It would be considered if it was decent
against enemy armour. Note that the AI doesn't use this as a Command Post
either.
---------------------------------------
Unit Name : Anti-Air
Description : Specialised Anti-Air unit. Can also attack ground forces.
Cost : 7000 Credits
Gas : 60
Vision : 3
Attack Range : 1
Mobility : 6
Movement Type : Tank
Armour : Medium
Primary Weapon : Vulcan Cannon
Primary Ammo : 6
Primary Attacks : Infantry, Vehicles, Aircraft, Helicopters
Secondary Weapon : None
Secondary Ammo : -
Secondary Attacks : -
Very Vulnerable To : Mega Tank, Heavy Tank
Vulnerable To : Bomber, Rockets, Tank, Anti-Tank
Default Damage:
Infantry - 105 Mech Gun - 70 Missile Boat - NA
Bazooka - 105 Anti Tank - 30 Lander - NA
Motorbike - 105 Rockets - 85 Interceptor - 70
Recon - 60 Missiles - 85 Bomber - 70
Flare - 50 Workshop - 75 Fighter - 75
Anti-Air - 45 Battleship - NA Battle Heli - 105
Tank - 15 Cruiser - NA Trans Heli - 120
Heavy Tank - 10 Carrier - NA Ship Plane - 75
MegaTank - 1 Submarine - NA Meteor - 10
--==Notes==--
This is one of the best ground units that isn't a Tank. Look at
those attack stats. They can easily read enemy helicopters, do some real
damage against those more expensive air units, rip apart enemy infantry and
critically wound enemy Indirects, except for the Anti-Tank.
As such, these should be built after a few turns and be used as a way
to counter enemy infantry capturing cities. In fact, there are probably
more often used to counter infantry than aircraft. However, that being
said, they are extremely good against enemy aircraft. They can easily
wipe the floor with enemy Helicopters, resulting in one hit kills, but
they have been nerfed so they cannot deal 1 hit kills to enemy bombers.
Note that enemy Bombers will not try to attack AAs as well. Their power
is extremely limited in attack Bombers and can no longer get 1 hit kills,
and as such suffer a counter-attack, a waste for such an expensive unit.
However, they will be a threat, so make sure there is another to back it
up. 2 AAs cost 14000, a Bomber costs 20000, so losing 7000 to destroy
20000 is pretty good in terms of an exchange.
The problem is with Anti-Air that I encounter the most is the ammo. They
previously had 9 and now they have 6, meaning that I have to resupply
them more often. This is due to their Anti-Infantry role to disrupt
capturing, and as such, they need to be far from a supply point and less
ammo means that they need more resuppling and that is quite annoying.
--==Pros and Cons==--
+ Destroys enemy Helicopters with ease
+ Destroys enemy infantry or seriously wound infantry units
+ Powerful against expensive aircraft such as Bombers
+ Powerful against enemy indirects such as Rockets
+ Good mobility to rush back for base defence
+ Better armour than before
+ Better against Bombers, can provide a decent counter-attack
+ Cheaper than before, previously at 8000
- Weak against armoured units, the Tanks
- Cannot wipe out aircraft with ease like before
- Machine Gun will not deter enemy Tanks
- Less Ammo than before, causing more resupplies
--==Killing Them==--
Mechs are not a bad option to attach them, but if you are using Mechs, use
two to wipe it out. The first mech, the attacking one, will suffer a pretty
large counter-attack, but it is weak enough for the second to wipe it out.
Tanks are the best option, they can dish out a fair amount of damage without
taking a lot of damage in return.
Bombers can also attack there, but there should not since it will counter-
attack against the bomber, doing damage more of less equal to the health of
the AA. Helis should not be considered, unless it is the finishing kill.
Indirects should be considered since they can dish out some damage.
--==Commander==--
This isn't a bad choice if you know there are going to be aircraft or a
lot of infantry on your map. With the CO zone and some decent CO, you can
wipe the floor with all aircraft, including the pesky bombers that you can't
kill normally. However, this will not defend you against Tanks though, so
that is a downside. The AI doesn't consider this to be a post though, so
your infantry are relatively safe.
---------------------------------------
Unit Name : Tank (EU/AUS), Light Tank (US)
Description : Light Tank Unit
Cost : 7000 Credits
Gas : 70
Vision : 3
Attack Range : 1
Mobility : 6
Movement Type : Tank
Armour : Medium
Primary Weapon : Tank Gun
Primary Ammo : 6
Primary Attacks : Vehicles, Ships, Sub
Secondary Weapon : Machine Gun
Secondary Ammo : Infinite
Secondary Attacks : Infantry, Vehicles, Helicopters
Very Vulnerable To : Bomber
Vulnerable To : Mega Tank, Ship Plane, Anti-Tank, Heavy Tank,
Battle Heli, Rockets
Default Damage:
Infantry - 75 Mech Gun - 70 Missile Boat - 55
Bazooka - 70 Anti Tank - 30 Lander - 18
Motorbike - 70 Rockets - 75 Interceptor - NA
Recon - 85 Missiles - 75 Bomber - NA
Flare - 80 Workshop - 85 Fighter - NA
Anti-Air - 75 Battleship - 8 Battle Heli - 18
Tank - 55 Cruiser - 9 Trans Heli - 35
Heavy Tank - 35 Carrier - 8 Ship Plane - NA
MegaTank - 20 Submarine - 9 Meteor - 20
--==Notes==--
This is your basic workhorse of your army. They have relatively good
mobility and they are quite powerful. Their machine gun can shred
infantry and their Tank Cannon will deal some good damage against
Armoured units.
They are decent because their mobility can allow them to outrange
rockets, they can lurk outside the range, and then force it to move
back or face damage. Therefore, their speed will help break a chokepoint
with your heavy forces killing the block, and your tanks taking out the
indirects.
However, they are lacking in power against their bigger brothers, the
Heavy/Medium Tank and the Mega/War Tank. Also, attack the Anti-Tank is
a poor decision, since the counter-attack is SEVERE. Therefore, use
these to attack anything other than the Hvy, Mega Tanks and the Anti-
Tank, letting others do the job.
--==Pros and Cons==--
+ Your basic workhorse, good with everything they attack
+ Good against enemy infantry
+ Good against Light armoured units
+ Good mobility
+ Dual weapons, provides a backup
+ Outranges enemy indirects
+ Not very expensive
- Weak against air units
- Weak against more heavily armoured units
- Poor against the Anti-Tank
- Less ammo than before
--==Killing Them==--
If you want to seriously damage the Tank, you need either a Bomber or a
Mega Tank. Otherwise, the Anti-Tank and the Heavy Tank works relatively
well. Tank against Tank is effective, but that will dish out some counter
attack damage and that isn't helpful. Remember, death by a million paper
cuts.
The most overlooked option is the Battle Heli. They dish out some good
damage against the Tank, while receiving less as well, and they have
good mobility to counter-balance that of the Tank. Also, they are
quite cheap compared with the other options, the Hvy, Anti and Mega
Tanks all cost over 10000, the Battle Heli sits at 9000.
--==Commander==--
This is a great option to place your Commander in. It deals out some
damage to yuor enemies and it is relatively quick to move around. With the
CO on board, it can dish out damage to the Heavy Tanks while supporting
the units around it.
The AI will use this quite often for a Command Post. Ed/Will, O'Brain/Brenner,
Lin, Catleia/Isabella, Carter/Forsythe, Lili/Penny and Stolos/Caulder will
decide to use this as their CO Post.
---------------------------------------
Unit Name : Heavy Tank (EU/AUS), Medium Tank (US)
Description : Reinforced Tank
Cost : 12000 Credits
Gas : 50
Vision : 2
Attack Range : 1
Mobility : 5
Movement Type : Tank
Armour : Heavy
Primary Weapon : Heavy Tank Gun
Primary Ammo : 5
Primary Attacks : Vehicles, Ships, Sub
Secondary Weapon : Machine Gun
Secondary Ammo : Infinite
Secondary Attacks : Infantry, Vehicles, Helicopters
Very Vulnerable To : Bomber
Vulnerable To : Mega Tank
Default Damage:
Infantry - 90 Mech Gun - 85 Missile Boat - 55
Bazooka - 80 Anti Tank - 35 Lander - 22
Motorbike - 80 Rockets - 90 Interceptor - NA
Recon - 95 Missiles - 90 Bomber - NA
Flare - 80 Workshop - 90 Fighter - NA
Anti-Air - 90 Battleship - 10 Battle Heli - 24
Tank - 75 Cruiser - 12 Trans Heli - 40
Heavy Tank - 55 Carrier - 10 Ship Plane - NA
MegaTank - 35 Submarine - 12 Meteor - 35
--==Notes==--
A crappy version of the previous Medium Tanks. It is sort of the go between
the Medium Tank replace, the Mega Tank and the Tank. It is relatively decent
with their cheaper costs, they can severely cripply anything that decides
to move, except the air units and the Mega Tanks.
If you are going to use this to attack Mega Tanks, make sure you decide to
attack first, since it will shred it if it manages to attack first. The major
problem I have with this is the weaker mobility. Because it is much slower,
but not that much slower, it can just run up to a Rocket unit and do some
serious damage to it. Because of this, it isn't afraid of Rockets or any
indirects, except for that pesky Anti-Tank. That thing is seriously annoying.
That being said, it is good for all round work, a step up from the Tank. You
will need to boost it up for some more damage, but they are good at killing
everything that decides to move on the ground. Still horrible against the
Anti-Tank though, and that is a problem.
--==Pros and Cons==--
+ More armour that your average tank
+ Dishes out more damage all round
+ Can attack other Heavy Tanks for some damage
+ Can deal some good damage to Mega Tanks if it attacks first
+ Cheaper than before, making it a good spamming unit
+ Stronger with Ace level
+ Can attack and destroy Rockets
- Less ammo than before
- Slower than a normal tank
- Weak against air units
- Low mobility with heavy terrain is a problem
--==Killing Them==--
With increasing armour, it becomes more of a problem to smash these things
into useless scrap metal. Your best bet is to use some Bombers to attack
without fear of a counterattack.
However, short of that, use some Battle Helis to dish out some damage for
low counter attack damage, then the Mega Tank. Choke them using hidden
indirects, in particular, Rockets. Even if it can see the Rocket unit, it
can move up to it and attack it, but a smart commander will have either
another indirect to back it up or some firepower nearby.
--==Commander==--
Not a bad choice for a CO unit, except my problem with it is that is a
problem because of the poor speed. Other than that, it makes it quite
strong if it is just a ground battle. This is much better than the Mega
Tank for reasons that I will explain below.
The AI will be the same as the normal Tank. Those who use the Normal
Tank as a Command Post will use the Heavy Tank as well, so prepare your
bombers and make sure those Rockets are loaded.
---------------------------------------
Unit Name : Mega Tank (EU/AUS), War Tank (US)
Description : Most powerful tank. Boasts superlative attack and
defence capabilities.
Cost : 16000 Credits
Gas : 50
Vision : 2
Attack Range : 1
Mobility : 4
Movement Type : Tank
Armour : Very Heavy
Primary Weapon : Mega Tank Cannon
Primary Ammo : 5
Primary Attacks : Vehicles, Ships, Sub
Secondary Weapon : Machine Gun
Secondary Ammo : Infinite
Secondary Attacks : Infantry, Vehicles, Helicopters
Very Vulnerable To : None
Vulnerable To : Bombers
Default Damage:
Infantry - 105 Mech Gun - 105 Missile Boat - 65
Bazooka - 95 Anti Tank - 40 Lander - 28
Motorbike - 95 Rockets - 105 Interceptor - NA
Recon - 105 Missiles - 105 Bomber - NA
Flare - 105 Workshop - 105 Fighter - NA
Anti-Air - 105 Battleship - 12 Battle Heli - 35
Tank - 85 Cruiser - 14 Trans Heli - 45
Heavy Tank - 75 Carrier - 12 Ship Plane - NA
MegaTank - 55 Submarine - 14 Meteor - 55
--==Notes==--
As you'd expect, the name of the unit denotes now good it is. It is extremely
powerful, and you don't want to be ambushed by one of these units, it isn't
exactly fun. Their attack power and kill most infantry, kill indirects, except
for the Anti-Tank, and knock out the lighter vehicles, while crippling your
enemy tanks. With such great power, they are best used for base defence and
not really attacking, why?
It problem with the Mega Tank is the poor range of the unit. It cannot move
up to a Rocket unit and hit it without being hit first, and that is a big
problem. And with such a big price tag, the enemy will more likely go after
this unit first. And that will be a problem, or an advantage if you have a
few surprises up your sleeve. And with its lumbering towards the enemy, they
can easily retreat their forces to save them from danger, while pounding you
with indirects.
Therefore, this is ideal at choke points. Its armour will make it the best
blocker at a choke point while your indirects ruin the enemy forces. Since
it is hard to take down, it will be a while for the enemy to take this one
down, and by the time it is gone, a replacement is already there. And imagine
this, a Ace Mega Tank running towards your base. That isn't exactly the
best thought in the world.
--==Pros and Cons==--
+ Extreme power against all moving units
+ The strongest ground unit
+ Much better against enemy Battle Helis than before
+ Can 1 hit kill many units
+ Easy to level up for more power
- Poor Mobility
- Weaker Armour than you'd expect
- Outranged by enemy Indirects
- Too slow for a main offensive army
- Too expensive to CO
- Vulnerable to Spams
--==Killing Them==--
Your primary weapon against a Megatank is going to be the Bomber unit. They
are good at dishing out the damage to the Megatank without taking any in
return. Other than that, your best bet is going to be the Indirects.
Battleships and Rockets can dish out some damage, and given that the Mega Tank
cannot attack a Rocket, it is outranged, it will be available to attack.
After that, it would be MegaTank to MegaTank, while it is a bit expensive and
wasteful. Use a chokepoint with a useful meatshield and indirect them. Your
Battle Helis will not work well, but they still work. Dealing 3 to 4 damage
while taking 3 damage in return is a relatively fair trade, although the
next attack from the Mega Tank to the Heli isn't going to be pleasant.
For removal, Spam. A large amount of Mechs or Tanks is going to chip away
at the armour of the Mega Tank and show how weak it truly is. Like I keep
saying, death by a million paper cuts.
--==Commander==--
It is a powerful Command Post, I'll admit that, but unless there is a good
reason, it is just too expensive to use this as a CO unit, costing an extra
8000 for your CO to be on board. However, having a CO such as Larissa/Tabitha
on board, it makes it nigh unstoppable, so think about your CO and whether
it would be smart or not. However, the price for a CO Megatank is more than
that of a Bomber, which is more useful, and just short of the Battleship which
is extremely powerful. However, if it is just a ground battle, it isn't too
much of a problem, except for mobility.
The AI will use this one as a common Command Post, provided that they can
afford the Mega Tank in the first place. Just deny them of funds if they are
getting close. Larissa/Tabitha will use this as a Command Post, and when
this happens, you seriously need some Indirects and Bombers to remove it
it, it is just too dangerous to have around on the battlefield.
---------------------------------------
Unit Name : Mech Gun (EU/AUS), Artillery (US)
Description : Indirect Attack Unit. Attack cannot be launched after the
unit has moved.
Cost : 6000 Credits
Gas : 50
Vision : 3
Attack Range : 2-3
Mobility : 5
Movement Type : Tank
Armour : Medium
Primary Weapon : Cannon
Primary Ammo : 6
Primary Attacks : Infantry, Vehicles, Ship, Sub
Secondary Weapon : None
Secondary Ammo : -
Secondary Attacks : -
Very Vulnerable To : Mega Tank, Bomber
Vulnerable To : Heavy Tank, Rockets, Mech Gun, Tank, Bazooka, Ship Plane,
Battleship
Default Damage:
Infantry - 90 Mech Gun - 75 Missile Boat - 105
Bazooka - 85 Anti Tank - 55 Lander - 65
Motorbike - 85 Rockets - 80 Interceptor - NA
Recon - 80 Missiles - 80 Bomber - NA
Flare - 75 Workshop - 70 Fighter - NA
Anti-Air - 65 Battleship - 45 Battle Heli - NA
Tank - 60 Cruiser - 55 Trans Heli - NA
Heavy Tank - 45 Carrier - 45 Ship Plane - NA
MegaTank - 35 Submarine - 55 Meteor - 45
--==Notes==--
The Mech Gun is the same as the previous Artillery with some slight changes,
which I say is for the better. It loses 3 ammo at the price of gaining 2
more vision, which is much more useful in Fog of War conditions. With this
boost in vision, it basically allows the Mech Gun to see anything that it
is capable of actually shooting down.
This is one unit that should only be used, however, when you need a cheap
unit to defend your bases. It is relatively good at choke points, but it
is overshadowed by the Anti-Tank, which is much better at choke points
because it has a much higher stopping power than the Mech Gun does and
that is probably better.
This is good in this game's Fog of War, which has a lot more hiding places
and means death can come from any direction. However, the Rocket unit is
such better than this, except the movement is a real pain since of its
Tire movement. Still, having this next to a Rocket unit is extremely
useful. The Rocket will take down larger, further threats while the Mech
Gun picks off the ones that pass through.
--==Pros and Cons==--
+ Cheap, Indirect unit
+ Good stopping power
+ Can attack naval units for some damage
+ Better defence
+ More vision for Fog of War
- Less Ammo to fire with
- Cannot move and fire like the Battleship
- Weak attack range
- No counter-attack
- Outranged by a lot of things
--==Killing Them==--
These are relatively simple to take out since a lot of units can easily
outrange this unit. However, because it is an indirect unit, that means the
enemy is going to protect it, and they will need some countering, not this
Mech Gun. Move a Tank and smack for some serious damage.
Also, other Indirects, which are Rockets and Battleships, easily outrange
and kill it with ease. Air units will have no problem in bombing this into
submission either. It isn't hard to remove one of these at all.
--==Commander==--
It is good is you are playing Trak or Larissa/Stolos to fight because their
boost will make getting past a choke point with this a real pain. With the
Larissa/Stolos CO, your defending units get a boost, which makes this a real
issue. However, it isn't exactly the fatest moving unit on the fast of the
earth, so a reconsider is in order.
The AI however, will not pop up in this however.
---------------------------------------
Unit Name : Anti-Tank
Description : Indirect attack unit. When under direct enemy attack, it
can counter-attack.
Cost : 11000 Credits
Gas : 50
Vision : 2
Attack Range : 1-3
Mobility : 4
Movement Type : Tire B
Armour : Heavy
Primary Weapon : Cannon
Primary Ammo : 6
Primary Attacks : Infantry, Vehicles, Helicopters
Secondary Weapon : None
Secondary Ammo : -
Secondary Attacks : -
Very Vulnerable To : None
Vulnerable To : Bomber
Default Damage:
Infantry - 75 Mech Gun - 65 Missile Boat - NA
Bazooka - 65 Anti Tank - 55 Lander - NA
Motorbike - 65 Rockets - 70 Interceptor - NA
Recon - 75 Missiles - 70 Bomber - NA
Flare - 75 Workshop - 65 Fighter - NA
Anti-Air - 75 Battleship - NA Battle Heli - 45
Tank - 70 Cruiser - NA Trans Heli - 55
Heavy Tank - 60 Carrier - NA Ship Plane - NA
MegaTank - 50 Submarine - NA Meteor - 55
--==Notes==--
These units are extremely handy in choke points, both as the Blocking
Unit and in Indirect. As you can see, when they are direct attacked, they
can counter attack, and that means a lot of damage. For instance, the
Mega Tank can attack an Anti-Tank and the amount it deals will probably
the amount that it suffers, and that is not fun. Look at the cost of
the Mega Tank and the Anti-Tank, a 5000 credit difference.
Note that this is one indirect with a twist, it can attack both ground
AND air units. It can hit helis with some might, and that isn't exactly
a nice thing. The problem is that it loses is ability to attack naval
units, and that is what you're Rockets are for.
The problem is that this unit has bad movement. The mobility is extremely
annoying and cannot move fast on light or heavy terrain. Also, it is
somewhat weak to infantry. Infantry units can deal as much damage as a
tank unit, and Mechs deal even more damage. Their counterattack is quite
strong, but compared to the cost, it is the most cost effective way to
remove them.
--==Pros and Cons==--
+ Powerful Indirect unit
+ Able to Counterattack
+ Extremely powerful armour for an Indirect unit
+ Decent against Helicopters
+ Decent against enemy tanks
+ Strong against the Mega Tank
- Pathetic against infantry
- Weak against ground units compared with other Indirects
- In Fog of War, its vision is very limiting
- Its Tire B movement limits its mobility
- Has a low initial mobility score
- Low damage against infantry
--==Killing Them==--
These are a real pain to remove, since they have such high armour and
it simply isn't cost effect to use armoured units such as tanks to fill
this role. You need to find of more effective ways.
The Bomber is the best role for you, since it deals good amounts of
damage without fear of counterattack. The Ship Plane is also an option
for removing it. If you cannot do that, you can use the Battleship,
Rockets and the Mech Gun to destroy it by outranging it and whittle it
down from there.
Finally, the last method is to use infantry. It will still suffer from
the counter attack but cost-wise, it is a much better option that
leaving it there and doing nothing. Vehicles and Helicopters will get
totally caned by this, so don't think about those options.
--==Commander==--
Not exactly your best option. Their slow speed will seriously effect
their usefulness. The CO's should serve on the frontline, and these
take too long to get to the front line. It is only useful at a blocker
at chokepoints, but it will be too expensive and timely to get a
replacement.
Trak will tend to show up in the Anti Tank quite a fair bit, and
apparently, Lili will show up sometimes, but it is quite rare though.
---------------------------------------
Unit Name : Rockets
Description : Indirect attack unit. Powerful with a wide attack
range.
Cost : 15000 Credits
Gas : 50
Vision : 3
Attack Range : 3-5
Mobility : 5
Movement Type : Tire A
Armour : Light
Primary Weapon : Rockets
Primary Ammo : 5
Primary Attacks : Infantry, Vehicles, Ships, Sub
Secondary Weapon : None
Secondary Ammo : -
Secondary Attacks : -
Very Vulnerable To : Mega Tank, Bomber, Heavy Tank
Vulnerable To : Bazooka, Tank, Rockets, Mech Gun, Ship Plane, Battle
Heli, Battleship
Default Damage:
Infantry - 95 Mech Gun - 80 Missile Boat - 105
Bazooka - 90 Anti Tank - 65 Lander - 75
Motorbike - 90 Rockets - 85 Interceptor - NA
Recon - 90 Missiles - 85 Bomber - NA
Flare - 85 Workshop - 80 Fighter - NA
Anti-Air - 75 Battleship - 55 Battle Heli - NA
Tank - 70 Cruiser - 65 Trans Heli - NA
Heavy Tank - 55 Carrier - 55 Ship Plane - NA
MegaTank - 45 Submarine - 65 Meteor - 55
--==Notes==--
My second favourite Indirect unit, after the battleship. These are the best
of the indirect ground units that you can purchase. Their range is also
increased like the Mech Gun, but it isn't as useful because they cannot
see what they are capable of hitting. Also, the Tire A designation will
seriously slow how fast they can move. Even on the basic plains will slow
the Rockets, and that is a serious downfall.
However, the reason you really purchase these suckers is for their extreme
power and their range. They make sure that the enemy avoids it's fearsome
range. Also, they are a fear factor during Fog of War battles since they
can decimate the enemy attack without exposing the position of it.
However, with great power comes a downfall, the armour of the rocket is
so pathetic, it isn't really funny. Infantry can dish out a fair amount
of damage, and they are meant to be the weakest unit. Imagine a Mega Tank
attack a Rocket unit...
--==Pros and Cons==--
+ Large Range
+ Strong Attack power
+ Effective against Naval units
- Extremely weak armour
- Pathetic movement type
- Poor Vision
- Armour not worth the high cost
- 2 Square minimum range (cannot attack)
--==Killing Them==--
Geez, there are so many options. Your best is to use a Heavy Tank, Tank
or Anti-Air to rush in and cause some trouble. Infantry and Mechs, not
to mention Bikes, can seriously cause some havoc with the enemy Rockets
since they are cheap, easy to spam, and cause some harm.
Air units will have the luxury of not really caring about the rocket's
range since they are air units. Bombers and Battle Helis can cause some
serious harm while Fighters/Dusters can start to annoy. Other than that,
don't bother with indirects. Only the Battleship can hurt it and it still
can't get away from it. Use anything but indirect units against it.
--==Commander==--
Sure, you might think it is useful for the range, but in fact it really
isn't all that useful. The movement is far too slow to move to the front
lines to cause damage, it is too expensive and for a good player, it is
quite easy to take down. Unless you are choking the enemy, don't really
bother.
However, that doesn't stop the AI from doing so, and Trak will often
appear in the Rockets. Lili can as well, but not as common.
---------------------------------------
Unit Name : Missiles
Description : Indirect attack unit. Only capable of striking air
targets.
Cost : 12000 Credits
Gas : 50
Vision : 5
Attack Range : 3-6
Mobility : 5
Movement Type : Tire A
Armour : Light
Primary Weapon : Anti-Air Missiles
Primary Ammo : 5
Primary Attacks : Aircraft, Helicopters
Secondary Weapon : None
Secondary Ammo : -
Secondary Attacks : -
Very Vulnerable To : Mega Tank, Bomber, Heavy Tank
Vulnerable To : Bazooka, Tank, Rockets, Mech Gun, Battleship, Ship
Plane, Anti-Tank
Default Damage:
Infantry - NA Mech Gun - NA Missile Boat - NA
Bazooka - NA Anti Tank - NA Lander - NA
Motorbike - NA Rockets - NA Interceptor - 100
Recon - NA Missiles - NA Bomber - 100
Flare - NA Workshop - NA Fighter - 100
Anti-Air - NA Battleship - NA Battle Heli - 120
Tank - NA Cruiser - NA Trans Heli - 120
Heavy Tank - NA Carrier - NA Ship Plane - 100
MegaTank - NA Submarine - NA Meteor - NA
--==Notes==--
The Missiles is once again, the only ranged anti-air unit since the Carrier
turned into a direct attack unit for some reason. The trade off here is that
the Missile loses one maximum ammo from 6 to 5, and instead gains one more
to range, making it's range larger than that of a Rocket's unit. However,
their mininum range is still quite large and it is advisable to use a AA
unit to defend it in case units slip past.
Also, its firepower is something that air units should really fear. The
default damage is an instant kill. The range of the unit will make sure
that air units scared. With the increase in hiding spots, this makes it
a fear that enemy commanders, good or bad, will have to think about. What
is the point of sending a Bomber into the enemy base when one of the many
forests along the way contains a Missile unit? That will certainly make
people think twice.
What you want to do is to park these outside enemy airports, and with
their range, it is well protected. Place them on the further ring of
your range, since you don't want enemy units sneaking past. However, don't
forget that Airports are aerial hiding spots and that is a problem. Keep
going past with recons and that will allow you to see.
--==Pros and Cons==--
+ Extremely large attack range
+ Extremely powerful vision
+ Powerful against air units
+ Low cost compared with air units downed
- Poor mobility with the Tire A movement
- Poor armour
- Large minimum range
- Range cannot cover Bombers sneaking through.
--==Killing Them==--
The easiest solution it to use ground units to pound it into submission.
It cannot attack ground, which is stupid, and this allows for any ground
unit, direct or indirect, to pound it into a pulp. A bomber is a possible
solution to attack it, since it's mobility is greater than that of the
Missile's range. Battle Helis can also sneak in and cause some damage,
since it is rather mobile. The final solution is to use Battleships to
outrange them.
--==Commander==--
Why would you even consider it. The stopping power kills the aircraft
to give a 1 Hit KO, so why boost it? It would be a waste of your time
and money. No AI will place their CO here either.
---------------------------------------
Unit Name : Mobile Workshop (EU/AUS), Rig (US)
Description : Carries X 1 Infantry or Bazooka, Supplies units and
builds Airports and Ports.
Cost : 5000 Credits
Gas : 99
Vision : 1
Attack Range : 0
Mobility : 6
Movement Type : Tank
Armour : Medium
Material : 1
Very Vulnerable To : Mega Tank, Bomber, Heavy Tank
Vulnerable To : Rockets, Tank, Bazooka, Ship Plane, Mech Gun, Battle Heli
--==Notes==--
Wow, it is a APC, and it is here to do what the APC does, carry infantry
around the map and resupply your forces. That is just the basis of what they
are meant to do, except they have one bonus, they can now build temporary
airports and ports.
These buildings are just temporary, and do not provide funds nor defensive
cover. Airports must be built on plains and Ports must be built on shoals.
They also change the terrain. These temporary bases allow for units to move
quickly, including the Tire A who suffer across plains.
Temp Ports built on shoals for units to resupply and repair. Because they
are built on shoals and that they change the shoal to a temp port, it allows
for Battleships, Carriers and Cruisers to use beaches like never before. And
these are also hiding places for all units, so keep that in mind. Also notes
that they act like a property, and as such, they can be captured by the enemy
for their own gain.
Given that the game allows for less ammo in your units, these are going to
be essential for large maps. Also, they are common for their Temp buildings,
more since you can only build one.
--==Pros and Cons==--
+ Supplies your forces
+ Carries infantry around
+ Builds temporary properties
- Material cannot be resupplied except via CO Pwer
- No weapon
- Weak armour
- Doesn't look like a real APC
--==Killing Them==--
These should not be attack instead of the proper units, those with guns,
unless there is infantry or it is acting as the choker at the chokepoint.
Other than that, anything can blow it up, from lowly infantry to a Mega Tank
to a big Battleship.
--==Commander==--
I will laugh for hours for every person who uses this as a CO post. It is
only remote effective for Stolos and Larissa, but isn't there more effective
units. The AI doesn't build these, so they can't command it.
------------------------------------------------------------------------------
[3.04] Aerial Units
All your aerial units are going to be produced at the airport. Please note
that they will consume 5 fuel per turn regardless because they are airborne.
The Ship Plane must be constructed at the Carrier unit.
**********
*Aircraft*
**********
Unit Name : Interceptor (EU/AUS), Fighter (US)
Description : Air Unit. Can attack air units. Most mobile aircraft.
Cost : 20000 Credits
Gas : 99
Vision : 5
Attack Range : 1
Mobility : 9
Movement Type : Air
Armour : Aircraft
Primary Weapon : Anti-Air Missile
Primary Ammo : 6
Primary Attacks : Aircraft, Helicopters
Secondary Weapon : None
Secondary Ammo : -
Secondary Attacks : -
Very Vulnerable To : Cruisers, Missiles
Vulnerable To : Anti-Air
Default Damage:
Infantry - NA Mech Gun - NA Missile Boat - NA
Bazooka - NA Anti Tank - NA Lander - NA
Motorbike - NA Rockets - NA Interceptor - 55
Recon - NA Missiles - NA Bomber - 65
Flare - NA Workshop - NA Fighter - 80
Anti-Air - NA Battleship - NA Battle Heli - 120
Tank - NA Cruiser - NA Trans Heli - 120
Heavy Tank - NA Carrier - NA Ship Plane - 65
MegaTank - NA Submarine - NA Meteor - NA
--==Notes==--
The Interceptor is the Air to Air killing. With one side looking like
F/A 18's and Migs on the other, they are the jet fighters. They are the
best against the enemy helicopters, having one hit kills, but they do
face resistance against other aircraft, bar the Bomber.
Given their large vision and high mobility, they are also useful as scouting
units in Fog of War. Their Air to Air missiles have also been nerfed a bit
in this game. They can no longer deal great damage against enemy Bombers and
Ship Planes. Maybe they should invest in some more powerful missiles, like the
Slammer. Look it up on google if you don't know about it or Wikipedia. Even
though they are not as powerful as they used to be.
--==Pros and Cons==--
+ Extremely high mobility
+ Powerful vision
+ Kills helicopters pretty quickly
- Costly for an Anti-Air solution
- Not powerful against Bomber units
- Weak against enemy AA units
- Less powerful than the missile unit
--==Killing Them==--
These units are a real pain. Since they have decent armour, your best bet
is to use either the Cruiser, if it is on the sea, or the Missiles unit if
it falls into range. If that doesn't work for you, use AA guns to knock it
out or even the Carrier unit for the weak, but direct attack.
If that part fails, then you can go to Fighters and other Interceptors to
deal with the problem. The main goal is for you to attack first, and not
be attacked. One Fighter can deal 4 damage while taking 5 in return, while
your interceptors can usually get a 8-4 ratio pretty easily.
--==Commander==--
A good choice for your CO because they deal some pretty heavy damage with
these. CO's such as Finn/Weylon and Zadia/Tasha are born to be in these,
and with CO units such as these, they can be dominating and deadly.
The AI will not place their CO's in here, which is lucky for you. I guess.
---------------------------------------
Unit Name : Bomber
Description : Air Unit. Can attack ground and naval units. Exceptional
power.
Cost : 20000 Credits
Gas : 99
Vision : 3
Attack Range : 1
Mobility : 7
Movement Type : Air
Armour : Aircraft
Primary Weapon : Bomb
Primary Ammo : 6
Primary Attacks : Infantry, Vehicles, Ship, Sub
Secondary Weapon : None
Secondary Ammo : -
Secondary Attacks : -
Very Vulnerable To : Cruiser, Missiles
Vulnerable To : Anti-Air
Default Damage:
Infantry - 115 Mech Gun - 105 Missile Boat - 120
Bazooka - 110 Anti Tank - 80 Lander - 95
Motorbike - 110 Rockets - 105 Interceptor - NA
Recon - 105 Missiles - 95 Bomber - NA
Flare - 105 Workshop - 105 Fighter - NA
Anti-Air - 85 Battleship - 85 Battle Heli - NA
Tank - 105 Cruiser - 50 Trans Heli - NA
Heavy Tank - 95 Carrier - 85 Ship Plane - NA
MegaTank - 75 Submarine - 95 Meteor - 90
--==Notes==--
The Battleships of the sky, they cannot indirectly attempt enemy units
but they can sure cause a lot of damage. They are the cause of death
of many units, including those who seem invulnerable. That includes the
Mega Tank, Anti-Tank and Battleships.
However, as powerful as they are, they do not have any Anti-Air
defences, and Interceptors, Fighters and Ship Planes have no problem
in demolishing these. That why in reality, they are guarded by Fighter
jets lest they be Stealth Bombers. It was a good think they removed that
unit, that was a total let down.
Anyway, be careful when using these, because they are mince meat for AA
guns on the ground. But in reality, such Bombers will be travelling so fast
that bullets will be useless against them. The best direct unit in the
game.
--==Pros and Cons==--
+ Large Mobility allows for Large Attack Range
+ Overkill to anything that decides to move a bit
+ More armour than before, can withstand AA and Interceptors
- Poor Vision compared to the Mobility
- No anti-air units as protection
- Requires AA protection constantly
- Their attack power is nerfed against AA
--==Killing Them==--
The best units for killing these are missiles and cruisers as they can one
hit kill the bombers. If note, you can use Interceptors and Fighters to make
sure the Bombers can feel some main as well as retreating from your own
forces. However, the best psychological deterrant is the AA unit. They will
scare any commander away from their base. The AAs are cheap and compared to
the Bomber, extremely cost-effective. Keep these to make sure they don't
turn up.
--==Commander==--
This will seriously be overkill against enemy units. A CO that is in the
Bomber will gain 30% more attack since they are both in the CO Zone and are
at Ace/Veteran level. That is seriously overkill and simply too hard to
get rid of. Thankfully, the AI isn't that cruel on you, but that doesn't
mean the AI is. Imagine Stolos/Caulder in one of these. I am seriously
going to worry about that.
---------------------------------------
Unit Name : Fighter (EU/AUS), Duster (US)
Description : Air Unit. Can attack ground and air units. Medium power.
Cost : 13000 Credits
Gas : 99
Vision : 4
Attack Range : 1
Mobility : 8
Movement Type : Air
Armour : Aircraft
Primary Weapon : Machine Gun
Primary Ammo : 9
Primary Attacks : Infantry, Vehicles, Aircraft, Helicopters
Secondary Weapon : None
Secondary Ammo : -
Secondary Attacks : -
Very Vulnerable To : Curisers, Missiles
Vulnerable To : Anti-Air, Interceptors
Default Damage:
Infantry - 55 Mech Gun - 15 Missile Boat - NA
Bazooka - 55 Anti Tank - 5 Lander - NA
Motorbike - 45 Rockets - 20 Interceptor - 40
Recon - 18 Missiles - 20 Bomber - 45
Flare - 15 Workshop - 15 Fighter - 55
Anti-Air - 5 Battleship - NA Battle Heli - 75
Tank - 8 Cruiser - NA Trans Heli - 90
Heavy Tank - 5 Carrier - NA Ship Plane - 45
MegaTank - 1 Submarine - NA Meteor - 1
--==Notes==--
A weaker version of the Interceptor, the Fighter is practically an old
1950's fighter plane, or a modern day crop duster with machine guns. My
main gripe with this is that it can outrun a Bomber. How can such an
old piece of military aircraft outrun a few jet engines?
Anyway, they are a threat to enemy infantry units and do some damage
to enemy aircraft, but their little machine guns do hardly any damage
against armoured threats. And these are relatively easy to take down.
--==Pros and Cons==--
+ High Mobility
+ Good against infantry
+ Good against helicopters
+ Does good damage against enemy aircraft
+ Large vision for Fog of War
+ Cheaper AA
- Does hardly any damage against armoured targets
- Easily dispatched via AA
- Not good against Interceptors
--==Killing Them==--
They are relatively easy to get rid of. Since they are aircraft, they
are easily removed with Missiles and Cruisers. Powered up Interceptors can
dish out some damage, while other Fighters can maim this. AA is extremely
useful since the Machine gun damage in counterattack won't be able to do
much.
--==Commander==--
These are good places to place your Command Post to be, but they are
limited. They are good against Helicopters and infantry, but they will
get slaughted by anything else. You are better if you use a Bomber as
a Command Post, it does something.
You will see most COs get into one of these, including Finn/Weylon and
Zadia/Tasha. They are quite powerful, but Cruisers and Missiels can do
some damage.
---------------------------------------
Unit Name : Ship Plane
Description : Air unit. Can attack any unit. Can only be produced at
sea by Carriers.
Cost : 15000 Credits, 1 Material
Gas : 40
Vision : 4
Attack Range : 1
Mobility : 7
Movement Type : Air
Armour : Aircraft
Primary Weapon : Missile
Primary Ammo : 3
Primary Attacks : Infantry, Vehicle, Aircraft, Helicopters, Ships, Sub
Secondary Weapon : None
Secondary Ammo : -
Secondary Attacks : -
Very Vulnerable To : Cruisers, Missiles
Vulnerable To : Anti-Air
Default Damage:
Infantry - 90 Mech Gun - 70 Missile Boat - 105
Bazooka - 85 Anti Tank - 50 Lander - 85
Motorbike - 85 Rockets - 80 Interceptor - 45
Recon - 80 Missiles - 70 Bomber - 55
Flare - 75 Workshop - 75 Fighter - 65
Anti-Air - 45 Battleship - 65 Battle Heli - 85
Tank - 75 Cruiser - 40 Trans Heli - 95
Heavy Tank - 65 Carrier - 65 Ship Plane - 55
MegaTank - 55 Submarine - 55 Meteor - 55
--==Notes==--
This is one of the reasons that you actually decide to get a Carrier. These
are extremely useful because as you can see, they are the only unit that can
attack everything and can deal some good damage. They are even good against
other planes. However, it is costly to produce one. You need to think about
the cost of the carrier and the plane, and note that you can only produce 4
with one carrier, due to limited material, and that material cannot be
resupplied, except for the Fat Admiral.
Also, there are problems. They can only carry limited fuel and even less
ammo. Don't forget that it is a plane and needs 5 fuel a turn to make sure
that it doesn't sink. So remember that. This sort of remains me of an
A-10 Thunderbolt.
--==Pros and Cons==--
+ Extremely powerful
+ Attacks anything
+ Relatively cheap
+ Heavy armour for a plane.
- Expensive for a Carrier
- Low Fuel capacity
- Low ammo capacity
- Low mobility
- Easy to remove
- Depends on a Carrier or Airport for supplies
--==Killing Them==--
Easy, let them hang in the air for a long period of time and make them
crash. If they want to go back to resupply, sink the Carrier sink that will
be their main source of supplies. Other than that, use AA and Missiles to
knock it out of the air. And beside you need naval power for the Sea Plane,
you can use Cruisers. Eliminate just like a normal plane.
--==Commander==--
It is a good idea if it wasn't for the low fuel and the low ammo capacity
that it currently has. Other than that, it would be capable. The AI doesn't
want to use this as a Command Post either.
---------------------------------------
************
*Helicopter*
************
Unit Name : Battle Helicopter (EU/AUS), Battle Copter (US)
Description : Air unit. Can attack ground and naval units as other
Helicopters.
Cost : 9000 Credits
Gas : 99
Vision : 2
Attack Range : 1
Mobility : 6
Movement Type : Air
Armour : Helicopter
Primary Weapon : Air to Surface Missile
Primary Ammo : 6
Primary Attacks : Vehicles, Ships, Sub
Secondary Weapon : Machine Gun
Secondary Ammo : Infinite
Secondary Attacks : Infantry, Vehicles, Helicopters
Very Vulnerable To : Missiles, Interceptors, Cruiser, Anti-Air
Vulnerable To : Ship Plane, Fighter
Default Damage:
Infantry - 75 Mech Gun - 65 Missile Boat - 85
Bazooka - 65 Anti Tank - 20 Lander - 15
Motorbike - 65 Rockets - 75 Interceptor - NA
Recon - 75 Missiles - 55 Bomber - NA
Flare - 75 Workshop - 70 Fighter - NA
Anti-Air - 10 Battleship - 25 Battle Heli - 65
Tank - 70 Cruiser - 5 Trans Heli - 85
Heavy Tank - 45 Carrier - 15 Ship Plane - NA
MegaTank - 35 Submarine - 15 Meteor - 20
--==Notes==--
The Battle Heli is a good, all-round uniot, it can attack anything with
some good damage. They are bets to harrass enemy infantry and can deal
some good damage to armoured units. However, these helicopter units
are slightly weaker to machine guns since it seems that enemy infantry
can deal some damage to it, which is a different story compared with
the previous games.
Although they will not destroy the enemy units completely for you,
they are quite powerful against them and can damage the war effort of the
enemy, and this will set the enemy back a few steps. They are best used
to knock out enemy indirect units and to damage their heavy and mega
tanks, provided they hit first, they can dish out some damage.
--==Pros and Cons==--
+ Damages most units on the field
+ Effective against infantry
+ Effective against enemy tanks
+ Power increased since previous game
+ Outranges enemy Missiles units
+ Powerful when spammed
- Armour is a bit weaker than before
- Can be easily removed with AA
- Always needs first strike, if attacked, it is weaker
--==Killing Them==--
They are extremely weak against enemy AA attacks and any units such as AA,
Interceptors, Fighters and other Helis are quite strong and powerful to
knock it down. Also, infantry is quite powerful against it and the Mega
Tank's machine gun does do some damage. They are easy to get rid of, provided
that they are within the range of your attackers.
--==Commander==--
A unique position for your Commanding officer, but it isn't exactly the
safest of topions since Battle Helis are easily destroyewd and that doesn't
really help anyone. However, the fat admiral and Zaida/Tasha are quite
powerful in Battle Helis, making enemy tanks scared for sure. Too bad the
AI doesn't use this.
---------------------------------------
Unit Name : Transport Helicopter (EU/AUS), Transport Copter (US)
Description : Air Unit. Carries X 1 Infantry or Bazooka Unit. No attack
capabilities.
Cost : 5000 Credits
Gas : 99
Vision : 1
Attack Range : 0
Mobility : 6
Movement Type : Air
Armour : Helicopter
Very Vulnerable To : Anti-Air, Missiles, Interceptor, Cruiser, Ship Plane,
Fighter
Vulnerable To : Battle Heli
--==Notes==--
It is a transport helicopter. It can ferry around a single infantry unit
around the battlefield for faster movement. However, the reason you don't
want to rely on these is that they are pretty weak, their armour is like
infantry armour and anything can kill it.
--==Pros and Cons==--
+ Ferries around infantry
- Weakly armoured
- Defenceless
- Infantry cannot fire from it
--==Killing Them==--
Well, anything that is listed above can easily kill it. But basically anything
that can attack the transport helicopter can kill it. Since the armour is
dropped on this Heli, machine guns deal more damage than they used to so
even infantry can deal some damage against this. I'd keep these protected or
not use them.
--==Commander==--
You've got to be kidding me with considering this as a Command Post. Even the
AI isn't this stupid.
------------------------------------------------------------------------------
[3.05] Naval Units
All naval units are produced at your Port facility. All require 1 fuel per
turn to stay afloat. No fuel for that compulsory 1 Fuel per turn consumption
means the unit will sink.
************
*Transports*
************
Unit Name : Missile Boat (EU/AUS), Gunboat (US)
Description : Naval unit. Attacks Naval units. Carries X 1 Infantry or
Bazooka unit.
Cost : 6000 Credits
Gas : 99
Vision : 2
Attack Range : 1
Mobility : 7
Movement Type : Transport
Armour : Ship
Primary Weapon : Anti-Ship Missile
Primary Ammo : 1
Primary Attacks : Ships, Sub
Secondary Weapon : None
Secondary Ammo : -
Secondary Attacks : -
Very Vulnerable To : Bomber, Submarine, Ship Plane, Rockets, Mech Gun,
Battleship
Vulnerable To : Battle Heli, Cruiser, Missile Boat
Default Damage:
Infantry - NA Mech Gun - NA Missile Boat - 75
Bazooka - NA Anti Tank - NA Lander - 55
Motorbike - NA Rockets - NA Interceptor - NA
Recon - NA Missiles - NA Bomber - NA
Flare - NA Workshop - NA Fighter - NA
Anti-Air - NA Battleship - 40 Battle Heli - NA
Tank - NA Cruiser - 40 Trans Heli - NA
Heavy Tank - NA Carrier - 40 Ship Plane - NA
MegaTank - NA Submarine - 40 Meteor - NA
--==Notes==--
An interesting new unit. The Missile Boat, it is a missile boat, it
doesn't carry guns, is basically a transport that has a single shot
weapon. They have pretty good mobility and that makes them a good transport
across the water. However, their armour is pretty weak, and that makes
them an easy target to get rid of.
However, it has a powerful weapon and it can dish out damage to other
ships, including the cruiser, which is pretty annoying with their
heavy armour. You must remember that there is only a single shot with
the missile boat, so it is really hit and run because you have to reload
the missiles.
Also, make sure that if you are using these as attacking units, have
a few of them, maybe three of them around. With such speed, they can
easily knock out enemy naval units with three ships, and given that naval
units are relatively expensive, they will surely cost the enemy, and that
your ships will level up. However, be careful as several naval units and
indirects can achieve one hit kills.
--==Pros and Cons==--
+ Is an infantry transport
+ Relatively quick and mobile
+ Strong attack
+ Decent against Cruisers
+ Useful for hit and runs
+ Fastest naval unit
+ Extremely cheap
- Only one ammo for its missiles
- Weak armour, resulting in easy kills
--==Killing Them==--
They are extremely weak and can die from a lot of things. Submarines and
Battleships can easily knock it out, Cruisers can injure is badly, aircraft
and remove them, I suggest that you take them out before they actually go
out and damage you.
--==Commander==--
Seriously? Although it is fast, it is far too weak for the Command Post
as well as it is very limited in ammo, and they is a weak point. No
surprise that no one decides to use them as CO posts.
---------------------------------------
Unit Name : Lander
Description : Naval unit. Can transport X 2 ground units. No attack
capability.
Cost : 10000 Credits
Gas : 99
Vision : 1
Attack Range : 0
Mobility : 6
Movement Type : Transport
Armour : Ship
Very Vulnerable To : Bomber
Vulnerable To : Ship Plane, Submarine, Battleship, Rockets
--==Notes==--
Same as before, it is a transport ship that carries any two ground
units and ferries across the sea to a new location. These are the
only way to attack an enemy island on such maps. Unless you capture
an enemy factory and start building that is.
--==Pros and Cons==--
+ Transports 2 Ground units
+ Cheaper than sending infantry to capture factories
+ Good armour
- No defence
--==Killing Them==--
The best way is to outrange them. Battleships can easily hit them
whilst moving and Rockets and Mech Guns can seriously harm them with
they are on the beach. Cruisers and Subs will make their transport
job a living hell and the Missile Boats are effective as hit and
run. Bombers will sink them and the Helis and Ship Planes will serious
make them reconsider.
--==Commander==--
You sure you really want to do this?
The AI doesn't bother with this.
---------------------------------------
******
*Ship*
******
Unit Name : Battleship
Description : Naval unit. Has unique ability to launch indirect attacks
after moving.
Cost : 25000 Credits
Gas : 99
Vision : 3
Attack Range : 3-5
Mobility : 5
Movement Type : Ship
Armour : Ship
Primary Weapon : Cannon
Primary Ammo : 6
Primary Attacks : Infantry, Vehicles, Ships, Sub
Secondary Weapon : None
Secondary Ammo : -
Secondary Attacks : -
Very Vulnerable To : None
Vulnerable To : Bomber, Submarine
Default Damage:
Infantry - 75 Mech Gun - 70 Missile Boat - 95
Bazooka - 70 Anti Tank - 55 Lander - 75
Motorbike - 70 Rockets - 75 Interceptor - NA
Recon - 70 Missiles - 75 Bomber - NA
Flare - 70 Workshop - 65 Fighter - NA
Anti-Air - 65 Battleship - 45 Battle Heli - NA
Tank - 65 Cruiser - 65 Trans Heli - NA
Heavy Tank - 50 Carrier - 50 Ship Plane - NA
MegaTank - 40 Submarine - 65 Meteor - 55
--==Notes==--
An extremely powerful indirect unit. They can now attack when they move,
which is extremely dangerous. That doubles their range since they can
move 5, and then attack with 5 range. With this ability, they can
easily pound shore defences and allow a good landing.
In fact, if you are planning a landing, make sure you have some
Battleships to soften the defences. However, make sure that you protect
your Battleships with Cruisers because enemy subs and air units will
make sure that you don't get an easy go. Also, their power has dropped
since the previous game, and this will cause some problems since they
can no longer beat the living daylights out of anything.
--==Pros and Cons==--
+ Can move and attack
+ Extremely Powerful
+ Extremely large range
+ Heavy armour
- No defence against air units and Submarines
- Expensive
--==Killing Them==--
This is going to be quite hard since no one uses Battleships without
Cruisers as an escort since they are units no one wants to lose. That
makes air and naval attacks quite useless. I'm afraid that you need to
sacrifice some units to ensure they are destroyed. Subs can be used,
but that will not give a 1 hit kill and Cruisers will easily wipe you
out when their turn comes. Use swarm tactics and either hit back with your
own Battleships, or missile boat them.
--==Commander==--
This is a great CO post. The firepower gets a massive boost and that
will make your Battleship a real threat. However, while it maybe a big
boost, it is extremely expensive and that will make sure enemy units
go after this.
The AI will use this. Sigismundo/Greyfield will only appear in one of
these and Trak will often be in one of these.
---------------------------------------
Unit Name : Carrier
Description : Naval unit. Can carry X 2 air units and produce ship
Planes.
Cost : 28000 Credits
Gas : 99
Vision : 4
Attack Range : 1
Mobility : 5
Movement Type : Ship
Armour : Ship
Primary Weapon : None
Primary Ammo : -
Primary Attacks : -
Secondary Weapon : Anti-Air Gun
Secondary Ammo : Infinite
Secondary Attacks : Aircraft, Helicopters
Very Vulnerable To : Submarine
Vulnerable To : Bomber
Default Damage:
Infantry - NA Mech Gun - NA Missile Boat - NA
Bazooka - NA Anti Tank - NA Lander - NA
Motorbike - NA Rockets - NA Interceptor - 35
Recon - NA Missiles - NA Bomber - 35
Flare - NA Workshop - NA Fighter - 40
Anti-Air - NA Battleship - NA Battle Heli - 45
Tank - NA Cruiser - NA Trans Heli - 55
Heavy Tank - NA Carrier - NA Ship Plane - 40
MegaTank - NA Submarine - NA Meteor - NA
--==Notes==--
The most expensive unit in the game, and one of the weakest. It longer
is the indirect missile unit of the sea, it is a direct attack AA
unit. And that is pretty weak. The main role of the aircraft carrier
is what it's name suggests, to carry aircraft. They are here to build,
rearm and repair your aircraft.
However, these carriers are do damn precious. They are 1 hit killed by
enemy submarines, and that isn't exactly a good thing. After all, they
can't defend themselves. The only reason for them is for producing their
aircraft at 15000 credits each. However, that is pretty costly for an
aircraft considering there is money spent on the Carrier and there is
a limited 4 material they can use, unless you are Sigismundo. If
you are going to use one of these, consider building up a navy first.
--==Pros and Cons==--
+ Can deploy ship planes
+ Can rearm and refuel aircraft
+ Can repair your aircraft
+ Carries up to two aircraft at a time
- Weak AA gun
- Limited material
- Expensive to set up
- Weak armour
- 1 hit killed by Submarines
--==Killing Them==--
Easy, a Submarine. They will get an easy one hit kill against a carrier.
That and the planes that happen to be on board, and that is a lot of
money that goes down with the carrier. However, the problem is trying
to get is past the cruisers, and that make need some battleships to
take them down. So use subs, or Battleships in that case.
--==Commander==--
No way. It is too expensive to have this as a CO unit, and except for
the CO zone, it wouldn't be worth it. The AI cannot afford to do
this.
---------------------------------------
Unit Name : Cruiser
Description : Naval unit. Strong against air units and Submarines.
Transports X 2 Helis.
Cost : 16000 Credits
Gas : 99
Vision : 5
Attack Range : 1
Mobility : 6
Movement Type : Ship
Armour : Ship
Primary Weapon : Anti-Ship Missile
Primary Ammo : 9
Primary Attacks : Ships, Submarine
Secondary Weapon : Anti-Air Gun
Secondary Ammo : Infinite
Secondary Attacks : Aircraft, Helicopters
Very Vulnerable To : None
Vulnerable To : None
Default Damage:
Infantry - NA Mech Gun - NA Missile Boat - 85
Bazooka - NA Anti Tank - NA Lander - 40
Motorbike - NA Rockets - NA Interceptor - 105
Recon - NA Missiles - NA Bomber - 105
Flare - NA Workshop - NA Fighter - 105
Anti-Air - NA Battleship - 38 Battle Heli - 120
Tank - NA Cruiser - 28 Trans Heli - 120
Heavy Tank - NA Carrier - 38 Ship Plane - 105
MegaTank - NA Submarine - 95 Meteor - NA
--==Notes==--
These units are just too hard to kill. They refuse to be sunk. They are
cheap, have good vision and mobility, pretty strong armour, instant kill
against aircraft and kills, or almost kills enemy submarines. The only
good thing is that it cannot attack ground units. Also, it can carry
2 helicopters around for a good time, except it cannot refuel, rearm or
repair them though.
So you might be wondering, why not use these. People do, because they
are the only units that can keep the submarines at bat and the only unit
who can attack submarines that have dived. Although they can be used
as a patrol vessel, they are more commonly seen as escort vessels since
they are there to protect the battleships and carriers from enemy
submarines. These are impossible to get rid off easily, so you need some
backup.
--==Pros and Cons==--
+ The only unit that can take down the Submarines
+ They are extremely hard to kill
+ They have good vision
+ They have good mobility
+ They can instantly kill aircraft
+ Can carry 2 helicopters around
- Cannot attack ground. If only...
--==Killing Them==--
Your best bet is to use some battleships to outrange this sucker. They
can attack from a range and be safe. Other than that, you'd be looking
for the missile boats since they do good damage against the cruiser. Other
than that, there isn't much that will knock them down. Don't try Bombers,
thats suicide.
--==Commander==--
They aren't that useful, but if that happens, it will be extremely powerful
and the enemy will want to keep subs and aircraft away from it. Too bad the
AI does not approve of this.
************
*Submarines*
************
Unit Name : Submarine
Description : Naval unit. After diving, it remains hidden unless enemy
units adjacent.
Cost : 20000 Credits
Gas : 70
Vision : 5
Attack Range : 1
Mobility : 6
Movement Type : Ship
Armour : Submarine
Primary Weapon : Torpedo
Primary Ammo : 6
Primary Attacks : Ships, Submarine
Secondary Weapon : None
Secondary Ammo : -
Secondary Attacks : -
Very Vulnerable To : Bomber, Cruiser
Vulnerable To : None
Default Damage:
Infantry - NA Mech Gun - NA Missile Boat - 120
Bazooka - NA Anti Tank - NA Lander - 85
Motorbike - NA Rockets - NA Interceptor - NA
Recon - NA Missiles - NA Bomber - NA
Flare - NA Workshop - NA Fighter - NA
Anti-Air - NA Battleship - 80 Battle Heli - NA
Tank - NA Cruiser - 20 Trans Heli - NA
Heavy Tank - NA Carrier - 110 Ship Plane - NA
MegaTank - NA Submarine - 55 Meteor - NA
--==Notes==--
This is going to be one of the most dangerous tools in the game if there are
navies around. This is basically a psychological weapon, rather than one of
real damage. As you can see, they do decent damage, especially to carriers,
but they cannot kill and get away with it. And now since they are submerged
when they are built, they are a real threat.
They do however, burn 5 times as much fuel when they are underwater then
when they are surfaced. You need a cruiser to kill the sub when it is in
this state. The problem is that you cannot kill with it, but flash your
sub past their unit once in a while to ensure that they are scared enough
to keep their battleships away from your base. Also, make sure you have
some battleships of your own, the ensure that the cruisers that will kill
your submarine are down before they get first strike.
--==Pros and Cons==--
+ Can submerge, which makes it extremely hard to kill
+ Deals a lot of damage against ships
+ Instant kills enemy carriers
+ Large vision
- Consumes a lot of fuel when submerged
- When surfaced, it can be easily attacked
- It is very expensive to build one
- Easily killed by Cruisers
--==Killing Them==--
There is only one solution to this, cruisers. When they have dived, they
need cruisers to be eliminated. When they have surfaced, they can be
attacked by a fair amount of units, but they is quite rare and often they
will be surfaced when they have not been followed. You can use your
own submarines to find it and kill it, but that is hard since you need to
worry about your own submarine being kiled.
--==Commander==--
This is an interesting choice, to power up your submarine, but the CO Zone
will give away the position of your submarine. If the other player is smart,
they would realise that their units are doing less damage than usual and
then go on the lookout for the submarine that they know is in the area. It
is smart, but not without mistakes. And the AI doesn't bother with this,
which is should. That would be interesting, and ruin that strategy for a
while.
------------------------------------------------------------------------------
[4.01] Fog of War
Fog of War is the common battle condition that most veteran will normally
play in, because without it, it really isn't much of a challenge to fight on
what everyone can see. Therefore, this is going to be on that you need to
understand.
Fog of War is the fact that you cannot see more than your units can see. True,
if you don't have Satellites to watch the world with, militaries cannot see
more than what their units can tell them. As such, the vision of your units
are going to be a key factor. The vision of the units will report to you
exactly what they can see to you.
The use of hiding places will allow you to certainly be surprised to find
that your Recon has walked right into a Mega Tank, and that certainly isn't
good. Hiding places are spots on the map where during fog of wall, you
cannot see into these spaces until you move directly past them. The hiding
spots include Woods, Cities, Ruins, Wastelands, Reefs and Thick Fog. Due to
the many such tiles in the game, there are many hiding spots.
To fight well in these conditions, you can't just go gung ho and start rushing
in with your entire force, because hiding enemy units will easily crush your
force. Take it nice and slow, there is no need to rush, after all, you are
after victory aren't you?
------------------------------------------------------------------------------
[4.02] Weather Conditions
There are several weather conditions that will dominate the game, and knowing
what they are will certainly help.
Clear Weather is clear weather, the sun is shining and it is ideal weather to
fight upon.
Rainy weather will reduce everything into the Fog of War condition, whether it
is on or not, and will reduce visibility for all units into one, regardless
of what their vision was before the rain kicked in.
Snowy Weather is still a pain, and this type of weather reduce all your
unit's mobility by one.
The final weather condition, due to the near destruction of Earth, is the
Sandstorm. This will basically reduce the attack power of your units by a
good 30%. Good if you are defending, not if you're attacking.
------------------------------------------------------------------------------
[5.01] CO Units and the CO Zone
Unlike the previous Advance Wars games, the CO system works a lot differently,
and in my opinion, much better and balanced. The CO system is now so that your
CO boards a unit, that is, joins a unit, and that unit is used in battle. It
isn't just an overall effect, the CO will have a CO Zone, an area around the
CO unit that will boost to surrounding units in the area.
To board a unit, that unit needs to be at the production structure for that
unit, that is, ground units can be boarded at the factory, air units at the
airport and the naval units at the port. Ground units can also get boarded
at the Headquarters. The boarding of a unit with a CO does not come for free,
it will cost you half the amount of the unit you are boarding. So a unit
costing 20000 will have a boarding fee of 10000.
Anyway, your CO zone will give boosts to your forces provided they are in
the zone. Each CO will have a different zone size, varying between CO and CO.
Some of them can reach 5, such as Carter, while others cannot even reach
past themselves.
The CO power is fuelled by the CO Meter, read the manual to find out where it
lies. The CO Meter is seperated into two segments, and each segment contains
6 bars that you need to fill up. For a single bar, you need to cause 5HP
damage for a bar, the type of unit doesn't matter. The effects will stack,
so dealing 6 damage, then a 4, will still get you 2 bars. Once you fill the
first segment, the CO Zone will expand by one, and when it is full, it will
expand by two squares.
Once the Meter is complete, you can unleash your CO power, and that will
give an effect to ALL your units, not just those in the CO Zone. Also, when
the CO Power is in effect, the CO Zone boost will also be given to all your
units. Once your power is over, the CO Meter will drop all the way down to
zero, as you'd expect.
When your CO unit, and bear in mind, the CO Unit will automatically become
Ace/Vet, it will be hard to kill, is actually destroyed in combat, your
CO will retreat back and the unit will be destroyed. You can reboard your CO
the next turn, the turn after the CO is gone. Also, if the CO is destroyed
while the CO power is in effect, the CO power will be destroyed when the CO
retreats.
------------------------------------------------------------------------------
[5.02] Your Commanding Officer
Below are all the COs in the game, as well as their stats.
Their CO Zone will describe the radius initially as well as the maximum, their
supply power, and their attack power boost.
*********
*Ed/Will*
*********
A Laurentian army cadet, who managed to survive the meteors, is rescued by
Captain O'Brian and he joins the 12th Independent Legion. He is a specialist
with Ground Units and infantry, and while he isn't Max and Sami put together,
he is pretty tough.
CO Zone: 2, Max 4
CO Boost: Ground Units and Infantry have +20% Attack
While he does boost the ground units and infantry quite a bit, it does not
boost the defence of these units, and nothing is worse than these units having
their power repelled by continued enemy attacks on it.
CO POWER
New Era/Rally Cry
Boost: +2 Mobility to all Direct Attack Ground Units (Vehicles and Infantry)
New Era is sort of like Adder's power, where you get more movement. Your
direct ground units will get extra two mobility, so your MegaTanks will get to
move from 4 to 6, your Tanks can go from 6 to 8, and your Infantry can go to
3 to 5. This is going to be one that will turn the side of battle. Your enemy
cannot hope to recover from such an attack. With this power, the units will
move faster and strike first.
--==Use==--
Ed/Will is your average CO, he isn't all that strong but he isn't all that
pathetic either. Unlike Max in the previous AWs, he doesn't suffer from the
penalty with Indirects, and you can use them to help you fight, although they
will not get the boost that you may want. You will want to concentrate on one
particular unit, Tanks. These small tanks, although they cannot knock down a
massive tank, can seriously hurt it. They are fast, and with the CO Zone, it
will give a massive boost and pack a punch. There is no point for having an
army that slowly moves to the enemy, it isn't practical and is useless.
The reason for the tanks is that they can be cheap to produce and fast to move
to the frontlines. The movement to the frontlines is critical, it is used to
ensure that your enemy doesn't get a chance to recover. New, fresh tanks will
replace and join with existing tanks, ensuring that veterancy doesn't get
destroyed, and keep battering your opponent. Your enemy can only produce only
so many units in one turn, and with many tanks constantly attacking every unit
that they build, it will be hard for them to counter.
Infantry is also going to be useful for Ed/Will. Mechs in particular is going
to be important, because they have their special Bazooka and they are very,
very cheap. Costing so that 2.8 Mechs can equal a Tank, they might be slow and
cumbersome, they will be death by a million cuts. They can smack tanks for
some good damage, and anything that moves for some damage.
--==Counter==--
Although Ed/Will might have the edge with Direct Attack units, it DOES NOT
boost the defence of the direct units. They are still weak to what they
were, Tanks are weak against Tanks and Indirects, and infantry are weak
against AA. Rub off his advantage but posting Indirect units so that they
cover each other, just in case one of them gets attacks and you have no
recourse. Anti-Tanks are best for this type of attack.
You will want to choke him so that he doesn't get the opportunity to even
attack you. Make sure though, the infantry need to be covered to make
sure that they don't sneak through over the mountains and rivers, and
make sure that they don't have some heavy backup.
*****************
*O'Brian/Brenner*
*****************
A Captain in the Luarentian/Rubinelle Army, since the Meteor strikes, O'Brian
leads some of the survivors of the army to form the 12th Independent Legion or
the Brenner's Wolves, depending on how your game names it. He is strong with
superior defence for all his units.
CO Zone: 3, Max 5
Boost: All Units have +20% Defence
The opposite of Ed, this power will give more defence instead of attack. While
he may lack the killing power that other COs have, he has more defence than
you want to deal with. Enemy units will strike like peashooters, then get hit
for full damage.
CO POWER
Lifeline/Reinforce
Boost: All Units will Recover 3 HP
This is just a cut above Andy's repair power, it will repair all units for
3 HP for free. This is surely a helpful ability, as well as all your troops
getting a good defensive boost for the turn. This will certainly improve the
attack power of all your troops. As you should know by now, all your units
will deal damage modified by how much health they have. By improving a wounded
unit's health by three, you have the potential to deal up to 30% more damage
and save up to 8400 in repair costs for one unit. A might handy power.
--==Use==--
This CO is what you would need for a defensive battle. He doesn't do anything
that is exactly super dooper and isn't lame, but the defensive power will
allow him to be one of the most effective COs in a chokepoint situation. He
can board an extremely tough unit, such as the Mega/War Tank, and then park
it in the middle of the chokepoint as the meatshield. With all the buffs from
veterancy, CO Zone and the CO power, it will take a fair amount to bring it
down, and that will allow free shots on it from your own troops.
He is best used to attack via the steamroller or turtle method. All he needs
to do is to slowly creep towards the enemy base, with his massive meatshields
to take the fire, and slowly aim for a domination victory. He has a very big
CO zone and you want to take full advantage of that, and once your units have
taken a battering, you can use your CO Power to have repairs on the move, and
keep moving on. This is a solid, default, rock-hard CO.
--==Counter==--
Although he may have massive defence, O'Brian has some problems. Although all
his units have massive defence, the problem is that he doesn't have any good
attack, and that allows you to use more firepower to take him down. You will
need to fight him like anyone else, you just need more firepower to take
down the units and get less one hit kills than you'd like.
Remember, the defence will only apply to those units inside the CO Zone, those
outside are use like your normal CO and pound them. After all, you can just
avoid and capture the HQ as usual. Make sure that you KILL the unit and avoid
leaving the unit on single health, such as 1HP or 2HP, because they can easily
be shifted to 4 to 5HP and that can do FAR more damage than 1HP units.
Remember, although he may attack, suffer a counter-attack and then use his CO
Power, that doesn't mean you can't attack back, you can just replace the
damaged unit with some fresh units and pound him back. Or just take down the
CO unit to avoid this whole thing.
*****
*Lin*
*****
The First Lieutenant in the 12th Independent Legion/Brenner's Wolves, she is
the cool, calm second in command that helps you makes decisions on the
battlefield during the campaign. A Fog of War expert, she is quite helpful
in Fog of War.
CO Zone: 1, Max 3
Boost: All Grounds Unit gain +20% Attack AND +20% Defence
A rather powerful boost, she gains quite a fair amount of power and defence,
but bear in mind that the initial CO Zone is quite small though. However, you
will want to use her command unit to get that zone up and boost it so your
troops can have more room to fight with.
CO POWER
Night Vision/Scout
Boost: All Grounds Units get +2 Vision, and ability to see into hiding spots
In Fog of War, this is going to be quite a useful power. It will boost the
vision of all your units by 2, and with this vision, you can see into the
hiding places without having to go past them or run into them. Don't forget
that this will also boost the attack power as well, allowing you to move your
forces quickly and take out enemy indirects. For example, use the Recons to
scout out the area with their uber vision and then most in the tanks to take
out the enemy indirects. In one turn, you can see most of the map, what your
opponent doesn't want you to see.
--==Use==--
Lin is best if you actually use her in Fog of War conditions, or the CO
Power, something that can turn the tide of battle, will pretty much do nothing
at all. However, her CO Zone is going to be a major factor in using Lin.
Forces in this area is quite powerful, and the CO Power, making her the next
Sonja will extend this boost to all units. Unlike Sonja, she doesn't suffer
from "bad luck".
In Fog of War, she is going to be a better CO. Although she cannot see into
hiding places and such, her units in the CO Zone are going to have better
defence, so even if you attack first, you will deal less damage and suffer a
bigger counterattack. Definitely not nice. However, the problem is using her
CO Power. You see, using that CO Power will give you a pathetic CO Zone next
turn, and that is going to be a problem for you.
Lin is probably the BEST CO for chokepoints. Rather, she is rather good if
SHE is getting choked, and not choking the other player. You see, with her
CO power, you can easily use your existing units, such as Tanks and Mechs
to knock down the Meatshield in the way. With the CO Power in effect, move
the Recons up into the front to do the scouting, and with the piercing
hiding spots ability, you can use your indirects to pound the enemy indirects
with heavy artillery and send in her Tank units to do some more damage.
It also works the other way, when choking the other player, Lin can shine
when she BREAKS the enemy defence by rolling vehicles into the unknown and
then using your indirects to target their indirects. In fact, you can call
Lin the Indirect Hunter.
--==Counter==--
While Lin is going to be someone you'd face in Fog of War, you can remember
that her CO Zone is quite weak, and to fill the CO Meter, she is going to
have to bear either near the Indirects or the Front Line. If she is with
the Indirects, you can sneak infantry over to knock out the indirects and
with Mechs, you can knock down her vehicle, which she is probably in.
If she is on the Front Lines, indirect attack her into the Stone Age. Anyway,
you don't need to worry about Lin so much, she isn't a major threat with
such a weak CO Zone and her power isn't exactly the worst thing in the
world, other COs have that role. Consider it lucky that Lin isn't a uber CO.
******************
*Catleia/Isabella*
******************
A funny looking girl that Ed rescues from a house during the earlier missions
and wears that "smelly, flithy jacket" that Ed gives her. She has no knowledge
of her memory and only hold military knowledge. She is an above average CO
in all areas, just a little above average.
CO Zone: 2, Max 4
Boost: All Units gain +10% Attack AND +10% Defence
Half the boost of Lin, she has a bigger CO Zone, just. It will effect all
units, which is quite helpful since it can be used on land, on water or in
the air. Her boost is lackluster, but look at the CO Power below.
CO POWER
Overlord/Deep Strike
Boost: +2 Mobility for ALL Units, +2 Range for all Indirect Units
Certainly far from average, this CO Power is one of the most powerful in the
game. All your units get 2 extra mobility, meaning tanks will move 8 spaces
instead of 6, your Intercepters/Fighters will move from 9 to 11! Certainly
a good way to play catchup. And your Indirects also get a boost. All your
ranges will be increased by 2, so Rockets and Battleships will have 7 Range
and Missiles, 8. In the case of the Battleship, it has 14 Range!?! It has
the range of 5 since it can move, and 5 Indirect range. With 7 Movement and
7 Attack Range, that is 14. That is powerful.
--==Use==--
Although her CO Zone power is worthless, the CO Power is certainly nothing to
scoff at. You will want to build up that meter as soon as possible, and as
quickly as possible. It is especially good at breaking defence by showing that
the fact that even Mega/War Tanks can hide outside the range of Rockets and
still hit it.
With such a Power, it can boost all units, making her useful whether she is
in the air, on land or on water. Personally, I believe that she should be on
water. Think about it, with more movement and range, that is BUILT for the
Battleship. She can easily pound something into a worthless pile of scrap with
such a power. Ground is not a bad option either, since there are indirects
that rely on range and direct units that rely on mobility. Air is not so good,
with Indirects being out of the options, though it does allow your units to
make deep strikes. Thats the name of the Power, Bombers can fly in like the
Interceptors/Fighters and bomb crap.
On most maps where you cannot decide a CO, Catleia/Isabella is going to be
one that you should keep in consideration. Even when her big sister is
available for selection, you want a good, balanced CO and she is just one
of them, she doesn't ignore any units and boosts all of them. Brillant.
--==Counter==--
Her only boost will come from her CO Unit, and when you fight her, you need
to aim for her CO unit. You want to destroy it quickly because once it gets
a boost, you are going to have to deal with her CO Power, and you don't
really want to, especially with 14 Range Battleships. Whatever unit she is
in, make sure you use a suitable counter. With big tanks, counter with your
own tanks, air units with AA and so forth.
Moving your units back 2 squares to avoid the range is not a good tactics.
The other player, not AI, will get to choose where and when to use the
power, and by moving your units back, all the other player is going to do is
to creep their units 2 spaces forward to keep you on your toes. By moving
further back, you are going to run out of room sooner or later. You will
have also noticed that you've lost A LOT of ground and that isn't something
that you want to face. Also, with a Full Meter, kill the CO, don't retreat.
And attacking the CO unit with the power is pointless, the CO already used
the power and can't reuse it for a while.
*************
*Zadia/Tasha*
*************
Unlocked in Mission 12, History of Hatred/History of Hate
A pilot seriously obsessed with revenge, she wants to take her revenge on
the Luarentian/Rubinelle army since they killed her brother in the war before
the meteors struck the planet. She is an air force specialist with pretty
strong aircraft. What did she do, titanium coat them all?
CO Zone: 1, Max 3
Boost: Air Units get +40% Attack AND +20% Defence
She has an extremely powerful CO Zone effect, with her air units seriously
getting some flambola. Massive attack boost will seriously damage anything
that her aircraft will decide to drop some munitions on. But the problem with
this power is that aircraft are expensive. They are drop dead expensive and
unless you are playing on a large map, you can't afford that Bomber every
turn, and your air force won't get time to develop. Guess her revenge means
putting 40% more bombs than what the book orders.
CO POWER
Fox One/Sonic Boom
Boost: +2 Mobility for all AIR Units
The CO Power is something that doesn't strike as surprising. Air units
don't really need the mobility, they already have enough of it. They will
all get a massive boost to attack and defence, but the question is, how
many air units do you have? After all, if it is a cramped battle area, it
may be useful to attack a unit halfway across the map, but most aren't
going to be cramped and have air power on it, so really, it is more of a
situational power, rather than anything else. And according to NATO Fox
Symbols, FOX One is a callsign for a Semi-Guided Radar Tracking Missile
Loose.
--==Use==--
Zadia/Tasha is only going to be useful to your war effort if you have a large
air force to play around with. That makes it so that only maps with aircraft
support and production will be used. Otherwise, all her buffs and her CO
Power is useless. Air power is always seen as a support force, not an army
in its own right. After all, all battles (in reality) are won on the ground.
It is hard to use her properly because of the expense of building air units.
They are too costly. You can have a force full of Battle Helis but that is
no use because an Interceptor/Fighter can just come along and wipe them all
off the map. Mass Interceptors/Fighters and Bombers are far to expensive
to use properly.
Then, you need to actually protect your air force from enemy AA. The enemy
is going to build AA and Missiles to counter, so you need some Tanks to make
sure that they don't pose a threat. However, that will compromise the amount
you can spend on air units. So, its either ground or air, and with that, it
is going to be a problem, and your decision.
--==Counter==--
As an Air Force CO, Zadia/Tasha is pretty easy to counter. Use Tanks to make
sure that her tanks cannot reach your AA, while your AA and Missiles will
take care of any air unit that decides to pop in for a visit. Keep hitting
the high value units, especially the Interceptors/Fighters and Bombers.
They are expensive to produce and their loss will cause a dent in the
confidence in the other player.
Therefore, you don't need to aim for the CO unit, get aim for all the
supporting escorts. There is no point for Zadia/Tasha to have a single
Bomber unit attacking your entire army. No air force, it is just going to
be like an army with no CO.
***********
*Trak/Gage*
***********
Unlocked in Mission 13, Rearguard Action/Greyfield Strikes
A silent soldier, who aims to become the perfect soldier by not talking,
even when he is asked to. He is a indirect attack specialist as well as
naval specialist, and likes using his powerful indirect units to do the
talking for him.
CO Zone: 2, Max 4
Boost: Naval and Indirect Units get +20% Attack AND +10% Defence
Although he carries a Sniper Rifle, compared to Grit's Revolver, he is
pretty much Grit. He likes using indirect units to fight as the Naval
Units are the consolation prize, and no, they don't stack on the
Battleship, that would be too cheap. Direct units don't get much, but
the indirects make up for it.
CO POWER
Long Barrel/Longshot
Boost: +2 Range to all Indirect Units
This CO power is useful to say the least. This is the ultimate in
Chokepoint attack and defence. It will provide all your Indirects with
more range to hit the enemy, and more power. Rockets become Super
Rockets, Artillery become a weaker Rockets, Missiles become Super
Rockets and Battleships are Massive Battleships.
--==Use==--
Trak/Gage is just like Grit, you seriously want to stay away from the
range of his indirects, and with Fog of War on, this is going to be a
hard ask. Unlike his predecessor, he doesn't suffer from the disadvantage
of direct combat, so chokepoints is his specialty.
As an indirect CO, you want to focus on Battleships, if possible, and
Rockets, due to their large range and firepower. Although Artillery
is stronger in terms of armour, with indirect units, you want to kill the
enemy before they can kill you. Eg, a Sniper. You want to kill the enemy
before they have a chance to call an air strike on your area.
On open battlefields, with little in terms of cover, there will be
chokepoints, but not as many. Cover the chokepoint to your base and
that will do. Then, slowly build more direct units to move forward and
indirect units to creep towards the enemy base, each covering each other
in case of sneak attack, and keep advancing.
Depending on your map, your ground indirects will consist of Artillery
and some Anti-Tanks or Rockets. If your enemy is a Tank specialist, or
ground attack specialist, Anti-Tanks are going to be useful. Small maps
will call for Artillery primarily while Rockets are for the looks, but
large maps will call for Rockets, due to the large areas you need to
cover, and it is more cost effective to use Rockets, while Artillery will
be for enemy units that sneak through and base defence.
--==Counter==--
With the CO Power, it is going to be hard to counter Trak/Gage. The best
that I can think of is using COs such as Catleia/Isabella or Ed/Will, which
will boost mobility. The way to combat the +2 Range is to use +2 Mobility,
which basically cancels out the effect.
If there is Air power, you seriously want to use it to take out his indirect
units, but you want to watch out for enemy Missiles. Combine your attack, or
co-ordinate your attacks with ground forces to make sure that while the
Air takes down the indirects, the ground mops out the short-range indirects
and direct ground units.
For the naval power, if he uses Battleships, they will be accompanied with
cruisers. When those are around, use your own Battleships to sink them and
then combine with Subs to take down his battleships. Every unit has a
weakness, even if it isn't as clear cut that a Carrier is weak to Subs.
*****************
*Carter/Forsythe*
*****************
Unlocked in Mission 14, A Hero's Farewell
The General of the Zephyrian/Lazurian Army, like O'Brian, he is a man of
honour who doesn't kill unless there is no other possible resolve. He dresses
like a gentleman and looks like one too, with a mustache to boot. Speaks like
a gentleman, he meets his end by one who clearly isn't.
CO Zone: 5, Max 5
Boost: All Units get +10 Attack% AND +10 Defence%
This is one of the most handy boosts that you can get. He gives a universal
boost to all troops, and with such a large radius, it can make his force hit
a lot harder than usual. This radius covers so many units, it can make a
mediocre attack force into a strong one, a strong one into a powerful one
and so forth.
CO POWER
None
Yep, the old gentleman, although his many years of experience has resulted
with such a large boost, does not have a CO Power, and he doesn't have a
CO Meter either for that factor. Well, thats what you get with age, he just
can't have it all.
--==Use==--
With no CO Power, he cannot do anything in a one turn special, turning the
tide of the game, but the CO Zone powerup will slowly do the work for him. The
enemy is going to lose more and more troops than usual because they cannot
get that one hit kill they normally do and your troops run back to base to
rearm and repair.
With this CO, there is plenty of room to play around in. You don't need to
worry about confined CO areas, you can easily make good use of the space in
small maps. Large maps will be ok, as long as he can keep up with your strike
force and not fall behind. If he does, move your strike force slowly, so it
still advances, but your CO can catch up.
However, you still suffer when the enemy uses their CO power, so you want to
avoid that as much as possible. Your consistancy will allow you to win the
match. If your enemy decides to depend on the CO power, punish them.
--==Counter==--
Although it is a big boost, you can fight Carter just like a normal enemy.
Even though it is buffed a little, they are not invincible and you can
easily smash through the strike force. If you have indirects, target the
CO unit first, making it easier for your units to take down the remaining
escorts.
Don't rely on your CO Power, but bear in mind that he cannot do anything
that will surprise you, he cannot get some extra mobility or some extra
firepower, so keep that in mind. Just play your game, ignore that he has
SOME more firepower, but not that much, and fight back, slowly but
surely.
*************
*Finn/Waylon*
*************
Unlocked in Mission 20, Counter-Attack/Waylon Flies Again
The arrogant, selfish counterpart to Zadia/Tasha, he is a survivor of
the Meteors and part of the same army O'Brian/Brenner was in. He only cares
about himself, and what he can do for himself. It is an air specialist,
and while lacking serious firepower, defence is a key point for him.
CO Zone: 2, Max 4
Boost: All Air Units get +20 Attack% AND +30% Defence
A bit better than Zadia/Tasha with a bigger CO Zone to start off with, but
unlike her, he lacks decisive firepower. While she has 40% boost to firepower,
he only has 20%, while he has a little more defence. However, what you
really want is this arrogant fool's CO POWER.
CO POWER
Bad Company/Wingman
Boost: All Air Units get +270% Defence
No, I didn' place the two or the seven in by mistake, with this CO Power,
hitting his air units are A LOT harder. For normal air units, that means that
his aerial units get 4.1 times their normal defence, not taking into account
the veterancy of the unit. That makes it impossible for anything to get a
one hit kill whilst one of his units are on full health.
--==Use==--
Finn/Waylon is the serious opposite of Zadia/Tasha. With his CO Power in
effect, it becomes nearly impossible to kill one of his units, whilst he can
still severely cripple you. However, you still need to concentrate on a ground
force to ensure that your units are continuously supported.
With your ground units, you seriously need to build up funds so that all your
units can be built. Your tanks and indirects will help to remove the enemy
AA defences, so that your forces can get in and out without suffering too much
damage. Even with your Power in effect, your forces CAN take damage, and with
that, you need to repair them back to full fighting force.
Do not forget that missiles are going to be a nightmare with AA. They have
more range and can deal more damage, so that you are going to have to pay more
attention to them. AA is just a distraction, they cannot deal massive amounts
of damage to Bombers, but an injury causes damage.
Like Zadia, you cannot keep a pure Bomber and Interceptor/Fighter army, you
need to have a good balance, Fighters/Dusters and Battle Helis are useful too
so make them replace your more high end units.
--==Counter==--
Just like Zadia/Tasha, you just need to build more AA that you should like,
and some missiles, as well as a capable ground force. Finn/Waylon will more
than like use a ground force to remove the frontline AA, so with your
ground force, repel him and shoot down his birds.
When the CO Power is in effect, you will have to focus ALL available firepower
onto the CO unit. Although it will be 4.3 times stronger than usual, it can
be killed, and with that, so can all of the enemy aircraft, and make him
suffer a loss so great that he cries all the way to the Ice Age.
If you can, focus on building a very mobile infantry force. That force will
be used to capture all airports and temp airports on the map as the first
priority and then the cities that will provide funds. Starving him of funds
will not allow him enough money to build an air force and that will eliminate
the strongest threat to you.
**********************
*Sigismundo/Greyfield*
**********************
Unlocked in Mission 21, Countdown/Lin's Gambit
The leader of the New Laurentian Army/Rubinelle Army, he continues his fight
against the Zephyrian/Lazurian even though most of humanity is dead and people
just want to survive. He is far too power-hungry and does anything to get his
way. The fat walrus is actually an Admiral and is good with Naval units and
Helicopters.
CO Zone: 3, Max 5
Boost: Naval Units, Helicopters and Ship Planes get +10% Attack and +40%
Defence
For the fat man, the boost is quite good. It gives his units slightly more
attack force, and much more defence. That will make your naval units much
more survivable and less susceptable to enemy submarines and the ike. With
much more defence, his units are going to take more of a battering and
shrug it off without too much of a problem. The CO Power is something though.
CO POWER
High Command/Supply Chain
Boost: All Units are resupplied with fuel, ammo and materials
This is quite a useful CO power for several reasons. You may think that fuel
isn't such a big deal, and sure, fuel isn't a completely big deal. Ammo on
the other hand, is important because several units will have reduced ammo
stocks. The most important one is going to be material. These cannot normally
be replaced, so Carriers and Workshops/Rigs are going to be refilled.
--==Use==--
This Admiral, although he may be a coward, there are some key features that
make using him more fun. With his resupply power, one of best ways to use
full advantage of his power is to bombard enemy positions with indirects
and sink their ships with subs. Once you make sure they cannot escape, you
can slowly kill your enemy with your Battleship bombardment.
After you do a certain amount of damage with your B-Ships, you will get your
CO Power ready for use and then, you can resupply and rebombard. While
this happens, you have full control of the situation and build up an
assault force.
For air maps, putting him in a Copter is not a bad idea, since he can be
closeby while the heavier artillery do the dirty work. You will generally
use Battle Helis for Air to Mud because there is a boost, while your
Fighters and Interceptors will do the Air to Air work.
However, don't bother with the Carriers and Seaplanes, he can't really
do much here, and Subs, well, they are too easy to detect, read the section
on the Sub to find out more. Cruisers are effective enough without him and
Transport Copters aren't a good choice. So stick to Battleships and Battle
Helis with him.
--==Counter==--
On naval maps, it is going to be a pain to take him down. More defence will
make it hard to kill him but he is not invincible. Its going to take more
units to take him down, but if he is in a copter, AA can kill him easy, while
if he is in a Battleship, 2 subs should do the trick. What that done, you can
concentrate on his other units and slowly take him down.
Do not rely on any of his units to run out of ammo or fuel. Also, be careful
of the many temporary properties on the map. Because he can refill material
on the Workshop/Rig, he can build many of these, and since these are hiding
spots during Fog of War, they are going to be useful for him to hide his
forces, in particular, his naval and aerial forces.
Use heavy ground tactics to knock him into form. Ultimately, HQs can be
captured, and with a heavy ground force, you can easily take command of the
land and in with a HQ victory. Or you can use superior aerial units such as
Bombers and Interceptors/Fighters to knock his navy and copters into form.
Remember that Cruisers are dangerous, but your B-Ships should target them
first, and finish off with Bombers. With no AA defence, you may just win.
************
*Lili/Penny*
************
Unlocked in Mission 24, Inside Pulsatrix/Crash Landing
The Youngest daughter of Stolos, she loves her teddy bear yet she also likes
killing people. Strange. She doesn't have any specialty, no boosts and a
funny CO Power, she is interesting to play with to say the least.
CO Zone: 3, Max 5
ALL UNIT Boost: All Units are not effected by Weather.
That is right, she has no boost whatsoever. You will only get the generic
boost from the CO Zone, but that is about it. The only boost is that ALL
her units, not those just in the CO Zone, will get the ability not to be
effected by weather.
CO POWER
Enigma/Stormfront
Boost? Randomly Changes the Weather
Yep, it randomly changes the weather. Even if you set it so it is always
sunny, the weather has the even chance to either rain, which means Fog of
War and 1 Vision, Snow, which is one less movement, or my favourite,
Sandstorm, which means 30% Less attack.
--==Use==--
You are going to have weak units, but constant CO Power use is going to be
the main point. Since you will not be effected by weather whatsoever, your
CO Power changing the weather, which will last for three turns always, will
change how the other player is going to play, but not you.
When the enemy is suffering from the bad weather, you can easily attack
with full force, and you can actually pick and choose what enemy you
want. Since the effect is random, you are going to have to play with the
weather.
Rain is going to be Fog of War, and this is the best time for you to go
around and go past all the defence and rush in for the easy capture. Snow
means that you can hit and run since their mobility is much slower, and
Sandstorm is the best time for attack since their attack is 30% weaker.
--==Counter==--
It is easy to counter, with no CO Boosts, all you need is some practice
is the weather conditions. Her units will always be immune to the weather
and when she is not on board a unit, her units will continue to do so.
Also, when you kill her unit during the CO Power, the weather will not
go away, you still need to wait the necessary turns to get rid of her.
Your best option is not to fight her weather, just kill her CO Unit before
she can unleash her CO Power. With this out of the way, you can fight
her forces.
*****************
*Larissa/Tabitha*
*****************
Unlocked in Mission 25, Final Experiment/Lab Rats
Ther eldest daughter of the maniac Stolos/Caulder, she is absolutely cruel to
the bone, with a funny corset to boost. She is one powerful commander and is
hard to fight against, but if this is the child, imagine what it would be like
to fight the father.
Co Zone: 0, Max 2
Boost: All Units get +50% Attack AND 50% Defence
This is a crazy boost, except that in the start, it is only limited to the
CO unit, which is a bit better. Once you get to two bars, 12 units can get
this boost, and that is seriously dangerous. That can mean a new meaning of
pain.
CO POWER
Apocalypse/Firestorm
Boost: A Computer Controlled Meteor hits a 2 radius section on the map hitting
units for 8HP.
This is even worst than Sturm, and that is saying something. This basically
hits a 2 square radius area, and the meteor will move to the area with the
most expensive units. So the computer aims for the most valuable bunch of
units that is not allied for you. And that is not all, with the CO Power in
effect, all your units get that massive boost, and with enemy forces severely
cripped with a massive rock smacking them, they are going to be in no
condition to fight.
--==Use==--
This CO is going to be used a bit differently due to the CO Zone restriction.
To actually build up the bar, you are going to have to use your CO unit to do
the attacking and smack down some enemy units to build up the zone. With a
small radius around you, you can do a bit more damage all over the place.
The best way to smash enemy defence is with Larissa/Tabitha as your CO. Once
you have built up that insane CO Bar, use your CO Power to pound the enemy
forces, and their most expensive units are more of less going be strongest
units, and with them crippled, you can swarm in with your souped up units and
rush in for the kill.
Another method to use this CO is to make the enemy attack the CO unit, while
not concentrating on your other units. Given that your units are going to be
waiting and not taking damage, you can easily outflank the enemy and make sure
that they won't make the same mistake again for a while. However, make sure
that you don't go all crazy just because she has some killer stats, it doesn't
mean that her CO unit is invincible, it just means that it is harder to kill.
--==Counter==--
It is going to be hard to counter her since she is so hard to kill, given the
boosts and buffs, her defence is at 180%. Depending on the unit, you want to
exploit the weakness of the unit, rather than weakness of the CO. Focus on
the weakness type and find counters to it.
Do not concentrate on the CO unit the whole time, there are other units that
you need to take care of. For example, one way is to surround the CO unit with
hard to kill units, and make sure she cannot escape, move your indirects into
range and shoot her down. However, as that CO Meter increases, you are going
to have to try more and more to kill her or your units might be meeting an
unfriendly rock.
****************
*Stolos/Caulder*
****************
Unlocked in Mission 26, Beam of Light/Sunrise
My God, this mad scientist is the most broken CO in all of Advance Wars
history, even more broken than Sturm. A nutjob, he was practically an outcast
in the scientific community, so he set up a private military contract,
Intelligent Defence Systems, and what he does, throughout the game as you
will find, it seriously wacked.
CO Zone: 3, Max 5
Boost: All Units get +50% Attack AND +50% Defence. All units in CO Zone can
be repaired 5HP as if it were in a city.
This is the most broken effects in all of mankind. All the units in the CO
Zone start off with a Massive firepower boost, making them powerful on a large
scale, and if that wasn't enough, the healing benefit is seriously wacked.
Even though it does cost you funds to repair your units, it doesn't cost that
much and it one of the most valuable effects that one can wish for on the
frontlines.
CO POWER
NONE. YES, NONE!
Seriously, you must be happy that this guy doesn't have a CO Power, cause if
he did, it'd probably be called Automatic Forfeit. Your opponent automatically
loses the game. That is probably what he'd get, seriously, if the CO Zone
boost is any indication, that is the CO Power.
--==Use==--
You don't need my help on how to use this broken CO. All you need to do is to
take a bunch of units and smash up the place. With the repair power, unless
the enemy can actually kill the unit, that same unit is going to attack them
for more damage next turn. With this guy in the way, it is going to be hard to
beat.
--==Counter==--
What this strategy area is for how to defeat Stolos, and that itself is an
EXTREMELY HARD TASK. Once he comes into the field, it is going to be hard. So,
counter by not letting him actually get money to build up a decent unit to
board. Infantry and the lightly armoured units to him are going to be poor
choices since they are easily killed. If he gets into an aircraft, naval unit
or tank, you are going to be in some trouble.
There is a tactic to stop him producing new units, you can just keep hitting
his units and put them on low health, so when they do come back up to 6HP,
they cannot hit you very hard, and also, drain more of his money. If he has
no money to buy new units, that is going to limit the extend of his damage,
and that is certainly good news for you.
Like Larissa above, you are going to have to concentrate on the unit and not
the surrounding units. That is even more true since they are as strong as he
is. You will want a large map to pay around in since the units he can move
towards you is a lot less, while a small map means you are practically
screwed. Thankfully, Wi-Fi play bans him and people generally don't play with
him because he is far to cheap.
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[6.01] The Campaign
The Campaign mode is what you are going to be playing in order to unlock some
new COs to pay around with. You still have the same three catagories to
score from, Speed, Power and Technique. Each catagory has a maximum of 150
points, giving a total of 450 points that you can obtain, but this is pretty
much impossible.
Speed is how fast you complete the mission in its full. There is a certain day
that you need to finish by to get the 150 points, another day to get the 100
points and from there, and longer is takes will decrease your speed score
until it reaches zero. Therefore, you want to finish the mission as fast as
you possibly can, without compromising the other two categories.
Power is another one. In the previous games it was that you needed to damage
at least 10% of the enemy army per turn, but now, it is a mix and match of
different things. The amount of damage and the amount of kills will be
compared to the amount of attacks that you used to get those kills. No one
can know the secret ratio (its hidden in the NSA building at Fort Meade),
so basically, you want to get as many kills and deal as much damage by
launching as few attacks as you can. Therefore, you want more damage but less
attacks.
Technique is the final category. Before, it meant that you wanted to lose as
few troops as possible, something along the lines of losing less than 20% of
your units. Now, it is a comparsion of the amount of troops that you use and
the amount that your enemy uses. To get a good score here, you want the amount
of units to be about 60-65% of the total unit count of the enemy. Therefore,
you want stronger units, you want them to survive, since if they die, they are
still part of the count.
The total point tally will provide you with a rank. Compared to the first
Advance Wars, S Rank is MUCH EASIER to get. In the first game, you need at
least a 275 out of 300 for S Rank, now it is 300 out of 450. Lets see the
ranking system.
C Rank = Less than 199
B Rank = From 200 to 249
A Rank = From 250 to 299
S Rank = Above 300
INSANE RANK = 450
While on the campaign, there will be trial maps, which are basically maps
that gives you some training. It also will be ranked, and it acts as the War
Room in previous games, that has been dumped. By finishing some trial maps,
you will unlock more. In fact, some players have the aim of S Ranking the
entire map, Campaign and Trial. That is pretty hard, and time consuming. Guess
those long rides on public transport do something.
Also new in the campaign, is the War Room. It isn't a challenge, it is where
you get some hints and tips on how to fight and what to do and what not to do.
It is there to help you, you don't need to use it if you don't want.
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[6.02] Destroyed World / Days of Ruin
Commanding Officer - Will/Ed, Brenner/O'Brian
Enemy Commanding Officer - The Beast/Darkov
S Rank Time Limit - 2 Days
Objectives - Destroy the enemy units
Starting Units - Motorbike
Enemy Units - Recon, Infantry, Motorbike
This is basically the tutorial mission of the game, the same with each and
every one of the Advance Wars games. These are getting annoying, most of us
already know how to destroy units, so lets move on,
Basically, just do as the mission says. Move the bike two spaces to your left,
making it onto the circled square. After that, you need to end your turn,
there is nothing else you can do. After that, you are obviously saved by two
units, and now the tutorial turns into combat.
A Tank and a Recon turns up to help you out. You need to wipe out the enemy
units with this. Use your Tank to attack the recon first, it would result
in a full health recon, which deals more damage. Use the recon to wipe out
the weakened enemy recon.
Next turn, you need to wipe out the enemy. You can't take both down, so just
use the Tank and Recon to wipe out the motorbike and the infantry, they won't
be a problem because they are pretty weak compared to your units.
S RANK
It is dead easy to obtain an S rank here. You really can't stuff up unless you
use your Recon only and lose it, or delay the battle until the speed pretty
much kills you.
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[6.03] One Life / A Single Life
Commanding Officer - O'Brian/Brenner
Enemy Commanding Officer - Darkov/The Beast
S Rank Time Limit - 2 Days
Objectives - Destroy the enemy units
Starting Units - Tank, Mech Gun, Infantry
Enemy Units - Infantry, Motorbike, 2X Recons, Tank
Another relatively easy mission, except that your tank has a single problem
with it, there is no more ammo, that means, they cannot use their massive
cannon to pound a hole into the enemy units. They can only use their machine
guns. However, the good thing is that you aren't going to rely on your
tank, this is really a tutorial for indirect units.
Your Mech Gun is going to mean Artillery here. Anyway, move your Tank to
attack the enemy infantry. With that done, move the artillery right behind
your tank. Do this to ensure that any unit that is north of your tank gets a
nice pounding. Move your infantry south of the tank, right below the forest
to ensure one thing. If you use your infantry to wipe out the one already
damaged by the tank, I will bet you anything that the recon will come along
and attack the infantry.
On the next day, you are told that there is somebody in the ruins in the
middle of the mountain, and that is a job for your infantry, since no one else
can actually cross the mountains. Anyway, kill the infantry if it isn't
already dead with your own infatry, and then use your Mech Gun to hit the
enemy recon. Move your tank forward to gain a bit more ground.
The enemy will move their units closer to you as the time comes. Move your
infantry into the ruins to finish that part of the mission. The hardest part
is the enemy tank. However, with your Mech Gun in place, that is easily taken
care of. When your infantry is done with the ruins, move it in behind the
enemy Bike if it is still there to rout the enemy.
S RANK
This is another easy S Rank. You want to let your tank to take basically all
the damage, and you certainly don't want your infantry or your Mech Gun to
take some damage. Make sure that the enemy stops in front of the tank and
is in range of the Mech Gun. 5 Days is plenty of time to get the S Rank.
------------------------------------------------------------------------------
[6.04] The Closed Village / Freehaven
Commanding Officer - Brenner/O'Brian
Enemy Commanding Officer - The Beast/Darkov
S Rank Time Limit - 2 Days
Objectives - Destroy the enemy units
Starting Units - 2X Mechs, 2X Tanks, Mech Gun
Enemy Units - 2X Infantry, 2X Motorbikes, 3X Recons, Tank, Mech Gun
This is another basic mission. First of all, you need to take care of the
infantry. Use your tanks and move them up to attack the infantry. You won't
kill them, but your mechs can be moved up to take care of them. Now, you
want to place your Artillery in the best spot possible. North of you, there
is a spot where the Artillery is surrounded by a good bit of mountains. That
little alcove there is the place to hide the Artillery.
Next turn, that recon is going to move into that position, making it an easy
target for your artillery. Use the tank to destroy it. Now, move your units
such that they are away from enemy attack as well as ready to move in since
the enemy will move the units to their maximum possible range.
Now, your have a good deal of the strike force of the enemy in front of
you. If you have moved your forces correctly, use the Mech on the east to
attack and cripple the enemy Mech Gun. Use your own Mech Gun to smash the
enemy Tank. Using a Mech and a Tank, take care of the enemy Recon and the
final tank for the enemy tank.
The enemy is sure to hit your Mech. The Mech will survive and that will
lead to a tutorial on joining forces. Using your Mech, which should be on
some good health, take down the enemy Artillery, and send in your tanks to
relieve the pressure on your tank. Move your Artillery forwards to ensure
that it serves as a good attack measure as well as a decoy.
The enemy bikes that should remain will take your Artillery as bait, and
with that, your Artillery and Tanks can mop up the mess created by the
enemy. You see, superior force doesn't always since, tactics can easily
destroy a larger force.
S RANK
This mission is impossible to finish on 2 days, but take your time and
don't lose your units. Make sure that you take on a damaged tank, not a
full health one. Your tanks are going to do much of the work, the
Artillery is going to play as a support role, damaging anything that
moves, and move your mechs into the mountains, where they can strike
from the back and deal some damage.
------------------------------------------------------------------------------
[6.05] Next Destination / Moving On
Commanding Officer - Lin
Enemy Commanding Officer - Darkov/The Beast
S Rank Time Limit - 1 Day
Objectives - Defeat the enemy units
Starting Units - 2X Infantry, 2X Mechs, Recon, Flare, Tank, Mech Gun
Enemy Units - Infantry, 2X Bikes, 2X Recons, Mech
Another training mission, which this time is going to be a Fog of War
training mission. This isn't that hard, you have a superior force, but like
in the last mission, superior force doesn't always mean superior tactics,
and in fog of war, you need to except everything, and that does mean
everything.
Right in the forest above of you is a Motorbike unit, that you can easily
take care of. Push your forces north, using your Mechs on Mountains to extend
their vision to help you, and move the recons as well. The problem with this
pushing vehicle strategy is that there is a mech hiding around, and that could
be a problem with pushing the vehicles.
Move your vehicles forwards, and soon, you are going to have to use your Flare
to help find the missing units. Your Tank and Recon can easily swoop down and
take care of the enemy units once you have located where they actually are.
Read more on the Flare unit on the respective entry in the units section of
this guide.
Move your units into the forests and woods as much as you possibly can. Doing
this, the enemy, who can't really cheat in Fog of War that much, will not be
able to see your units to damage it. Doing this, slowly creep your Artillery
forwards to ensure that they actually do something in this mission. Also
remember that the Flare unit has a relatively strong machine gun to play
around with so bear that in mind.
The Advance Infantry unit that is north of you is going to be hit, and don't
bother saving them, you'd only waste your units. Hide you units in the woods
and wait for the mech to head into the open. Take down the Mech first, and
move your Tank forwards to deal with the Bikes and Recons. With that, use
your Artillery and Flare to dish out some damage and finish this mission.
S RANK
The important thing on this mission is that you do not panic. Leave your
Advance Infantry unit to disappear at the cost of some points, but by
rushing your units forwards, you would lose more, and that isn't good at
all. Take is slow, and take it easy, your use strike force, hide it well
and take down the enemy.
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[6.06] A New Ally / New Allies
Commanding Officer - Brenner/O'Brian
Enemy Commanding Officer - Darkov/The Beast
S Rank Time Limit - 6 Days
Objectives - Defeat the enemy units or Capture HQ
Starting Units - Infantry, Mech, Recon, Motorbike, Tank, Artillery
Enemy Units - Infantry, Mech, 2X Motorbike, 3X Tank, 2X Recon, 2X Artilery
Now, you really need to capture the factory to win this, you need to destroy
all the enemy units and that is going to be a hard mission given that you
have relatively few units compared to what your enemy seems to have, and
they have a lot.
Use the Mech to capture the Factory, the Infantry to capture the city that it
can reach and the Bike to capture its city on its range. It isn't all that
hard to capture. To capture, move your unit to the city, it has to be an
infantry unit, and select the capture option. There are 20 capture points and
each time you use the Capture command, you remove capture points from the 20
equal to your Infantry's health. So a 8 HP infantry will reduce the 20 points
to 12. Once that ticker reaches 0, you capture and then control the city and
all the benefits.
Capture the cities on your second turn and you need to start to use the
factory to start making units. You need to be aware that the enemy will not
move the Artillery or the HQ Tank, but everything else is going to be fair
game for your units. Because of that, you need to move your Artillery close
to its maximum range and protect it with your tank and recon.
When the enemy comes to attack your vehicles, you will be needing to use the
positioned Artillery to bomb the enemy tanks a bit, and from your factory,
make some nice Tanks, because that is exactly what you will be needing for
this mission.
If you are going to take on the artillery that the enemy has, you need to wait
outside the range of the Artillery and bomb in to pieces when you have two
or more tanks there to support you. Bomb both of the and you want to do this
quickly because if you waste a turn attacking one, the second one will hurt
your tank pretty bad, and you don't want that.
S RANK
If you are after the S rank, you really need to move fast. In the beginning,
you need some luck that the enemy chooses to not attack your Artillery and
take either the Recon or Tank protecting it, so your Artillery can do the
damage. The S Rank is determined on how well you use your Artillery. The
better you use it, the easier the mission. Another thing is that you are going
to be aiming for destroying all the enemy units here, not the Capture HQ
because your time limit isn't really going to allow it.
------------------------------------------------------------------------------
[6.07] Observer of Fear / Fear Experiment
Commanding Officer - Ed/Will
Enemy Commanding Officer - Lili/Penny
S Rank Time Limit - 7 Days
Objectives - Defeat the enemy units
Starting Units - 2X Infantry, 2X Mechs, Motorbike, Recon, Tank, Artillery
Enemy Units - 2X Infantry, 2X Mechs, Motorbike, 2X Recon, 2X Tanks
The enemy is going to hit you hard here, so you really need to get a head
start on capturing the properties to make some money in order to build
some units to defeat the enemy. The most important is going to be the factory
of course, followed by the cities where you need to capture for additional
funds.
Here, you don't want to overspend your budget too much, because you'll need
those funds for later. You need maybe 2 Tanks at most and if you need to, get
a few Mechs to reinforce your units. That will be all to hold off the enemy
because that isn't going to be the main worry of the mission. You want to
finish this part of the mission as fast as possible.
You really want to quickly defeat all the enemy units, because this mission
is too easy to be true, and indeed it is, your enemy decides that this isn't
fun and sends in some Reinforcements in the form of 2 Medium Tanks and the
monster War Tank that has just arrived. Why did you need to save the money?
The whole point is that when the enemy sends in her reinforcements, she also
lets you build Anti-Tanks, which will basically be used for the purpose that
is in the name, it is an Anti-Tank weapon, shredding tanks. Don't bother to
attack the massive tanks with your normal tanks or your Mechs. While they
may be able to do some damage, they won't do a lot and the counterattack that
they will face is going to be massive and in the case of mechs, enough to
make sure that they won't be fighting again.
You need two of them, and since they can counter attack against direct
attacks, you can place one behind another, so when the Medium Tanks and the
War tank attack the Anti-Tank, the one behind it is ready to go, and if you
can, or if it still exists, use the Artillery that you had in the beginning
to do some more damage. Not even a powerful massive tank is good against
the Anti-Tank, though Infantry do have it easy.
S RANK
This is hard to finish on time, but the problem is that the amount of units
that you send against the enemy Medium and War Tanks, because if you use your
normal Tanks and Mechs instead of the Anti-Tank that you should, you will
lose your Technique score like a bunch of flies being swatted. Also, speed
might be a factor, but you have about 13 days or so in order to get the 100
points that you need, so don't rush if it means that you lose all your
available units.
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[6.08] A Place to Live / A Kind of Home
Commanding Officer - Brenner/O'Brian
Ally Commanding Officer - Waylon/Finn
Enemy Commanding Officer - Tasha/Zadia
S Rank Time Limit - 4 Days
Objectives - Defeat the enemy units or Capture HQ
Starting Units - Infantry, Mech, Motorbike, Recon, 2X Anti-Airs, Tank,
Artillery, Battle Copter, 2 Missiles
Enemy Units - Infantry, Mech, Recon, Tank, Rockets, 2 Dusters, 3 Bombers,
2 Fighters
The enemy here is an aerial fighter, so you are going to be facing a lot of
aerial units here, and all the enemy units here, except for the Tank, are weak
against one thing, ANTI AIR. They all have weak defences and can be easily
shredded, but they do need supplies to make sure that they will be able to
function.
The biggest threat that you face is the Tank. If you can manage to take the
tank out, you will be able to win this mission easy. You can easily move and
kill it with your Battle Copter since it does have fast movement and does a
fair amount of damage without taking much in the ways of return, but be
careful when using the B Copter, there is a lot of anti-air units in the form
of air units themselves.
You need to move your missiles to take down the enemy bombers. They are the
biggest threat that you are going to face, so it is important that you can
take it down fast. Once the bombers are down, the dusters are going to cause
some problems since they can hit ground units.
You really want to protect your missiles here because they are going to be
handy in killing the enemy fighter. The fighter is the one that is going to
be a problem because it won't engage your forces but it will try to stay out
of range of your units. In order to counter that, you want to corner it into
the edge of the map with your units so it cannot move, and you can then take
it out with your own units or use some missiles to shoot it down.
Remember that dusters can attack ground units, they will do damage, but some
damage against those delicate missiles is enough to prevent a 1 hit kill for
the missile, which it can normally achieve. Move quickly and make sure that
you produce enough AA guns to support your units and make sure that you can
build them and reinforce fast.
S RANK
You want to swiftly move your AA to take down the enemy air units and take
down the Tank and rockets pretty fast, you can ensure that you get a fast
speed score, as well as a good technique score as long as you don't let your
AA get shredded by the Tank and the Rockets. Don't forget, it is best to use
your missiles against the Bombers by luring them in range, because they can
ensure an instant kill and AA can't.
------------------------------------------------------------------------------
[6.09] Flowers of Evil / A New Threat
Commanding Officer - Lin
Enemy Commanding Officer - The Beast/Darkov
S Rank Time Limit - 5 Days
Objectives - Defeat Enemy or Capture Enemy HQ
Starting Units - 2 X Infantry, Mech, 2 X Bikes, Tank, Recon, B Copter,
2 X Transport Copters
Enemy Units - 3 X Infantry, Mech, 2 X Recons, Tank, Artillery, Missiles
This isn't such a hard map, even though there is a nice patch of Fog of War
right here. That is the real bummer. First of all, load up your T Copters
with your infantry and mech, and then move them north and drop them near the
factories there. Your Battle Heli should be used to wound the infantry that
you will see there, to make sure that they don't interfere with the infantry
capturing the factory.
Meanwhile, you need to move your tank to protect the bridge. There is an
artillery unit that is lurking around the bridge, so you should keep the
Recon behind the tank, for protection, and move up to eliminate the Artillery
and move in your bikes to capture the cities to make sure that they are
gone.
After you have captured the factory in the north, shift your infantry units
towards the left to the next group of cities, and capture them, as you would
expect. Meanwhile, build Tank units with some Recons to that position as
well, that will help your infantry as a source of reinforcement and that will
allow them to capture the buildings in peace.
With more funds to play with, build some more Tank units in your main base
to allow your bikes some more protection and you need to make sure that the
nearby missiles is gone as well, that could be a threat to your helicopters
while they transport troops.
Now that you have your tank forces all over the place, use your southern and
your northern forces to combine and attack the enemy's base. This is
important that you have both forces at once, that will give you overwhelming
power when you need it. Destroy the vehicles first, then harrass the infantry
with AA if you have any. If you clear the factory, park a unit over it and
make for a HQ victory.
S RANK
You don't want too many units here. That will dilute your score a lot. That is
if you want to do this the above method. If you want to speed through this
one, you need to have your Transport and Battle Copters move fast, avoid
the missiles, and use the 3 air units and 1 infantry to surround another
infantry unit that is capturing the HQ. It would be like a cross formation,
and if you can hold that position for 3 turns, you win.
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[6.10] Gate of Steel / The Beast
Commanding Officer - Brenner/O'Brian
Enemy Commanding Officer - The Beast/Darkov
S Rank Time Limit - 3 Days
Objectives - Defeat Enemy or Capture Enemy HQ
Starting Units - 2 X Infantry, Mobile Workshop, Anti-Air, T Copter,
2 X Bombers, 2 X Fighters, 3 X Dusters
Enemy Units - Infantry, Mech, Tank, Mobile Workshop, 2 X Medium Tanks,
2 X Megatanks, Anti-Air, 2 X Rockets, 2 X Anti-Tanks,
8 X Battle Copters, Duster, Missile
This is more of a fun mission. What you need to do with your units first is
to take out the Duster. All your remaining Dusters and Fighters should be used
to take out the Battle Copters. In the north, if they get through, it really
doesn't matter, you have an AA there to block them off. But in the south, you
need to make sure none get through, otherwise your APC is going to be hit
pretty hard.
Move your APC to the position that is designated on the map and build the
Temp Airfield there. That will give you some help there when you run out of
ammo or need to repair. Keep that APC there because your Bombers are going to
run out of Ammo sooner or later.
When you have the B Copters out of the Way, you can use both your Bombers to
take down the Anti-Air and the Missiles. Once they are down, you pretty much
have free rein to do as you will. The Anti-Air will normally stay on the road
on the second turn, which allows your bomber to reduce them to one and not
damage more than one HP on your bomber. Finish it off with the other Bomber
while staying out of the killing envelope of the Missiles. Next turn, bomb
that sucker.
Meanwhile, you need to have your infantry loaded up on the Transport Heli and
move it closer and closer to the enemy's HQ. Clear the path out of any
B Copters that could hurt you and by the time you land your units, they
should be clear of that Megatank that likes to hang on HQ. Bomb it with the
Bombers.
You don't need to kill all the units, just bomb and kill the ones that are
necessary to complete the mission. Those include the Duster, B Copters, the
AA and the Missiles, and any units that stand as a threat to your infantry
capturing the HQ.
S RANK
This is quite easy to S Rank. Just clear the path, using your Bombers to
nuke the AA and your other Air units to clear a path destroying the duster
and the Battle Helis. You want to capture the HQ, that is the simple path
of winning this mission, and you don't need to make it harder than it
already is. You want a capture by turn 7 for a 100 Speed Score and the
destruction of the Helis, Duster and AA should give you the 150 needed for
Technique. All you need is 50 points in power.
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[6.11] Day of Rest / Almost Home
Commanding Officer - Will/Ed
Enemy Commanding Officer - The Beast/Darkov
S Rank Time Limit - 7 Days
Objectives - Defeat Enemy or Capture HQ
Starting Units - 3 X Infantry, Mech, Bike, Mobile Workshop, Recon, Anti-Air,
Tank, Missiles, T Copter, 2 X Dusters, Fighter, B Copter
Enemy Units - Infantry, Mech, Recon, Artillery, Tank, Anti-Air, Megatank
Duster, Fighter, 2 X B Copter
This is quite a hard mission, harder to S rank, because you need to defeat
the enemy and he has quite a fair amount of bases and some factories to
help him. Luckily, you have me to beat him, and since I've beaten him many
times with the S Rank, I'll help you out.
Your advance infantry are gone. You should move them back as much as you
can and if you are lucky, you should be able to save 1 infantry unit. Not
much, but its something. You can use that infantry to capture a city, so
there is some use.
Anyway, move all your forces west to capture the buildings near the mountain
range. Also, at the top of the screen, there are 4 air units there so
be sure to use them and send them down or else you are just wasting some
decent firepower and makes it a lot harder to counter the enemy. Make sure
that you move your missiles to cover all of your units and to put it out
of harms way.
You seriously need to capture the centre area, and make sure that you
pump out some AA straight away. This is to ward off any infantry that the
enemy will send to you to capture your cities, and also as a counter to
the air units that the enemy possesses.
When you have destroyed his air force, that is the turning point and
where you can take over. You need to build a large ground force, mainly
with Tanks, some AA, supported with some air units mostly in the form of
B Copters. It is too wasteful on this map to use Bombers, however, they
do make powerful support provided you can take down all Anti Air threats
that the enemy may use against you.
You need to push mainly through the north of the mountain range, but you
can send some south of the mountains to not jam up the northern path. Use
your tanks to form a line so allow all your infantry to capture the enemy's
cities, mostly to deny him funds to fight with, and also to ensure that you
have a repair base for your units.
Keep pushing your tanks, and keep building more and more to ensure that your
tank force will be at full fighting capacity, even though your older tanks
have been mauled. The enemy hunts your air units, which means that he will
normally choose AA. Bad choice, Tanks are good against AA. Pound him, capture
his factories or park over him, and head for a HQ victory. Or if you want to
brute force him, kill everything.
S RANK
You need to end this rather quickly. You don't want to drag out a very long
battle so you need to use the Missile unit to creep forward, protected by AA,
and slowly advance forwards. That will either force him to retreat his air
force or attack. Attack, you can kill it, retreat, you need to move forward
some more, while you can sneak your units forwards. You need to capture the
centre as soon as possible, the faster, the better. The faster you do it, the
more funds you have to attack the enemy, and get rid of him.
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[6.12] Storm Clouds / A Storm Brews
Commanding Officer - Lin, Davis/Cole
Enemy Commanding Officer - Tasha/Zadia
S Rank Time Limit - 4 Days
Objectives - Defeat Enemy or Capture HQ
Starting Units - Infantry, Mech, Tank, Medium Tank, Mobile Workshop, Rockets,
3 X Missile Boats, 2 X Landers
Enemy Units - Infantry, Mech, Artillery, Recon, Mobile Workshop, Crusier,
3 X Missile Boats
This is where you want first strike. Your Missile Boats will only have a
single shot, so you want to use that single shot to get the first shot on the
enemy missile boats, and you can severely cripple them. Missile Boats are also
extremely good against the enemy Cruiser.
However, there are too many naval units, so what you want to do is to use
the Missile Boats as a distraction, doing as much damage as you can while
you move your forces south to the land, where you are going to aim for a HQ
victory.
Your Tanks should be able to clear the way, while your Rockets provide a lot
of ranged support fire. You do need to keep Cole alive, so you might want to
use a single unit to defend the unit that he has stationed there, but they
won't be doing anything.
The enemy units will lose pretty badly on the ground. Your rockets should be
able to take out any threat, and there aren't that many.
S RANK
If you want, you can alternatively use your Rockets to bomb the Gunboats and
aim for a defeat enemy victory. You need to clear out the Missile Boats, one
with Rockets and the rest with the Boats. The Rocket can take a big chunk out
of the Cruiser as well. Your Tanks can easily take her army on, your normal
Tank can hit the Rocket while your Medium Tank can rip anything else to small
shreds.
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[6.13] History of Hatred / History of Hate
Commanding Officer - Will/Ed, Waylon/Finn
Enemy Commanding Officer - Tasha/Zadia
S Rank Time Limit - 4 Days
Objectives - Defeat Enemy
Starting Units - 2 X Mobile Workshops, B Copter, 2 X Submarines, Duster,
2 X Missile Boats, 2 X Crusiers, Battleship
Enemy Units - Bomber, Fighter, B Copter, 3 X Missile Boats, 2 X Cruiser
Submarine, 3 X Battleships
The Submarine is the threat here, so you want to keep an eye on where it is
when it dives and take it out with a cruiser. Other than that, this is quite
an easy mission, and it helps that you keep your units alive.
All the air units are easily taken out with your own air units and your
Cruisers. Just make sure that the Bomber doesn't get a free run on what
happens on the battlefield. The whole trick is to make the enemy attack your
weaker units. Missile Boats serve as a good distraction on any day of the
week. Behind your own naval units, you can pound the enemy with your single
battleship, and you can play around with your Submarines. Make sure that you
dive your Subs, otherwise, they are sitting ducks.
Your Subs are the most powerful unit you have. These are going to be the tools
that you use to take down the enemy Battleships. They will take two shots to
sink a Battleship, while it will single shot kill the Missile Boats. Just
don't make them fight crusiers. You want to take down the Cruisers fast. You
can either hit and run with your Missile Boats or pound them with your
battleship.
The most important thing is to support Waylon/Finn. He will help against the
enemy air units, so you can send in your own units to help. Your B Copter will
be extremely useful against that Battleship that sits there, but make sure
that the Cruiser is not there, otherwise, you are going to be facing some
powerful AA fire, Cruisers have 1 hit kills on Copters.
S RANK
You want to finish this fast, you need to take down those Battleships and the
Submarine quickly and that will give you some free rein over what you do. Make
sure your Battleship stays alive and pounds the enemy crusiers, while your
Subs take on the rest of the Missile Boats. This isn't that hard provided you
know how to hunt with the Submarines, because they are the most threatening
units you have access to right now.
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[6.14] Rearguard Action / Greyfield Strikes
Commanding Officer - Brenner/O'Brian, Greyfield/Sigismundo
Enemy Commanding Officer - Gage/Trak
S Rank Time Limit - 6 Days
Objectives - Defeat Enemy or Capture HQ
Starting Units - 2 X Infantry, Mobile Workshop, 2 X Missile Boats, Lander,
Cruiser, Submarine, Battleship, Carrier
Enemy Units - Infantry, Mech, Tank, Artillery, Medium Tank, Anti-Tank,
2 X Missiles, Lander, 2 X Missile Boats, Cruiser, Battleship,
Carrier
Here, you want to capture all the free buildings while you can, and avoid
the enemy navy. But that isn't your main concern. That arrogant ass of an
Admiral will be the pisspot of the month. Every few days, he will announce
an completely random unit on the map that you possess, and disallow them
from moving for a turn. This is allowing because it can disrupt your forces
and put them at a serious disadvantage in battle since they will be on the
need to counter-attack.
If you wan tto do this with overwhelming force, you want to take all the
islands with neutral cities on them, while you use your Subs to take out
as much of the navy as possible.
What is very important here is your ability to use the Seaplanes that can
be launched from your carriers. The ability to use these Seaplanes, where
you build them on stationary carriers, and these are powerful, allowing
you to easily provide a lot of cover for your land invasion of the enemy's
island.
It isn't that hard, you need to use your Seaplanes to wipe out all the enemy
units there, and these will easily bomb the crap out of anything that moves.
However, do bear in mind that they only have the measly total of 40 fuels so
you do need your carriers nearby to keep them refuels. Yes, the carriers
will repair, rearm and refuel all air units that land on the Carrier.
Also, Submarines are a good idea here. Not only can take out Missile Boats
in a single shot, it is your best method of taking out the Carrier. Subs
will automatically one hit carriers, but be careful of the Cruiser. Bring your
Battleships to wipe them out, then sink the rest of the navy.
With naval superiority, you can easily move in ground forces to capture and
take over the enemy HQ, while your Seaplanes do some massive damage to all
dangerous ground units.
S RANK
The hard part here is all on luck. What unit can't you move? It may be
quite annoying not allowed to move the Seaplanes to bomb the enemy, or stop
your Infantry from capturing the enemy HQ. Don't worry, this is the only time
you will have this pompous prick to tell you what to do, I can't wait to get
rid of this ****er. Anyway, you want to use a lot of Seaplanes because they
will easily beat the snot out of anything that moves, just bring in some
Tanks to make sure that the enemy doesn't decide to get any ideas about the
Anti-Air unit and to remove Missiles.
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[6.15] A Hero's Farewell
Commanding Officer - Brenner/O'Brian
Enemy Commanding Officer - Forsythe/Carter
S Rank Time Limit - 10 Days
Objectives - Defeat Enemy or Capture HQ
Starting Units - 2 X Infantry, Mech, Bike, 2 X Tanks, Artillery, Rockets.
Missiles, Mobile Workshop, Medium Tank, Cruiser, Submarine,
2 X Battle Copter
Enemy Units - 3 X Mechs, 2 X Tanks, Artillery, 2 X Medium Tanks, Rockets,
Cruiser, Battleship, Carrier, Battle Copter
It looks hard, and is indeed one of the hardest levels that you are going to
face, but not the hardest. What you want to do here is to move fast and
very hard, while staying out of range of that single missile unit that hides
above the plasma wall. And the next threat comes in the navy that the enemy
seems to have. That makes it a little harder, but you can easily win this
mission. I mean, I got an S rank, so can you.
The navy that you face means that you need to be creative in what you use
to take down the enemy. Your Submarine is the best attacking weapon that
you have there, and you need to use your Submarine to specifically take
down a single unit, the Carrier. However, you will want to wait till he
builds a Seaplane before you sink it, you get more bang for your buck that
way.
Also, you need to build a Missile Boat at least. You want to take down that
Cruiser, and maybe another Sub, but that isn't that needed. You need to
take down the Cruiser, so use the Missile Boat and then take it on with the
Crusier. Use your Sub to sink the Battleship and the Carrier only waste
your funds on another Sub to make it easier.
If you manage to take out the navy, you have the option to turn the battle
in your favour using Seaplanes to knock out the enemy. But you still need
to move your ground force to match your navy's progress. If you find that
the Carrier method is far too expensive, which it is, it will rob you of
some Bombers, use two battleships and that should keep the sea in your
possession, which is relatively important here.
Move your B Copters up to take out the plasma wall. It is important that
the Plasma wall goes down as fast as possible, so you can take down that
single rocket unit. Then you can move in all your ground forces, and you
need your infantry here to capture. You need more funds, and the reason
will soon come clear.
To support your ground force, you want Bombers. They are the most powerful
direct unit and they will make good support. Use them, and you need some
APCs to make sure that your units are supplied, you will run out of ammo
if you don't use the APCs to refill the ammo used on your units.
Now, this all defends on how strong your combined forces are. If you are
taking a fair amount of damage, head for the factory and capture it, taking
out all the other units that are in the way as well. If you have
overwhelming force with your bombers, then you should head for the HQ. Use
a Transport Heli if you need to if you want to get into the HQ faster than
you usually could.
However, you need that Factory that the enemy has. That needs to be captured
at all costs, or parked on because that is where the enemy is going to be
building the most units. You also need to capture all the cities along the
way, that will deny the enemy the funds that he will require to build more
units to combat you. Capture all the cities, and take the HQ or hunt down
every last unit.
S RANK
You have 20 days to get the 100 Speed Score, so you have quite a lot of
time to be quite honest. You don't want to lose any of your units without
a cause, because there is a long walk from your factories, to the main
battlefield. Make sure that you control the seas, failure to have the
control of the sea will make it hard for you. But again, this is where
the battle is won on the ground, so make sure you have some nice Air
support from the Air Scouts.
You would think that this is the last battle, the enemy of the game has
been defeated, but you are only halfway.
------------------------------------------------------------------------------
[6.16] Escape on Ice / Icy Retreat
Commanding Officer - Brenner/O'Brian
Enemy Commanding Officer - Waylon/Finn
S Rank Time Limit - 9 Days
Objectives - Blue Unit reaches far left city
Starting Units - Infantry, Mech, Mobile Workshop, Tank, Medium Tank,
Artillery, 2 X Anti-Air
Enemy Units - Infantry, Mech, Bike, 2 X Tanks, 2 X Recons, Artillery,
Rockets, 2 X B Copters, 3 X Megatanks
This is one there you want as little of your units to die as possible, but
you don't want to lose them all. This is a baby sitting mission, and unlike
real babysitting, probably, I've never done it before, it is quite hard to
lose this one but hard to win as well.
First of all, your Captain is going to be using the Medium Tank, mounted with
CO and sit there, he will take the beating and give you a valuable distraction
to run away. Your first objective is to use the Tank to take out the enemy
Rockets that are sitting there. That is your first job, and then send all
your units west.
It is snowy, and you can move less. And your babysitting mission of Trak/Gage
is going to get harder as he will normally get rid of his Recon by getting it
killed, so you are normally going to babysit that lone infantry. Boy, what
did I do to deserve this?
Move all your units west, destroying the meteor and getting rid of the
plasma that stands in your way. That is the first matter of business. Soon,
the enemy will be done with your Medium Tank, and head after your blue and
your own units. This is where you need to play conservatively.
Your artillery is best to take out the enemy units from a range as well as
the plasma. Your AA is going to take out the enemy infantry, and the incoming
B Copters. Make sure that they get taken out, they kill infantry with ease.
Your Tank is going to need to take out the Recons that are in the way, and
you really don't need to worry about any more incoming units other than the
Helis.
Once the enemy gets close, you need to use your units to block them at the
choke points. Bridges serve well here, and the Artillery and the Mobile
Workshop that you don't need will gladly sacrifice their lives for an
infantry unit. All you need to do is to get the infantry to the city, and
then you win.
S RANK
This is easy to S Rank, it is hard not to S Rank. You need to block off the
enemy, and just protect the infantry, because the odds are that the recon is
going to be destroyed by the suicidal AI. You can lose a lot of units and
still get a fair amount of Technique, so don't worry there. The time limit
is generous enough for the time it takes for an Infantry unit to get to the
city, so no problems there. The problem is babysitting the infantry. If you
can do that, then you will have no problems.
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[6.17] Hope Never Dies / Hope Rising
Commanding Officer - Will/Ed (After 3 Days)
Enemy Commanding Officer - Greyfield/Sigismundo
S Rank Time Limit - 8 days
Objectives - Defeat Enemy or Capture HQ
Starting Units - 2 X Infantry, 2 X Mechs, Tank, Megatank, Artillery, Anti-Air,
B Copter, T Copter
Enemy Units - 3 X Tanks, 2 X Medium Tanks, Megatank
The enemy is quite easy to defeat here. What you want to do is, while you
don't have a CO yet, is to move all your infantry that you have back. You
might lose a unit or two, but you need the infantry above your main forces
to move down. One needs to capture the Factory, the other needs to capture
the Airfield. They are important targets. The mech to the north needs to
move west and capture the Factory. Disregard the enemy that is chasing you,
just capture the factory to the west.
Your main aim with your current forces is to deny the Admiral a chance to
get some more cities. He has very few cities, and that makes it very easy
for you do defeat him because he doesn't have the forces to counter. You
need to capture the Airfield for some B Copters, and the central factory for
more Tanks, especially a Megatank after you have captured it.
By the time of Day 3, Will/Ed will join the fight, and you need to mount him
in the Megatank. This will make it impossible for Sigismundo/Greyfield to
win, the question is, how long?
The mech that captures the factory to the west will be chased be infantry
as Greyfield/Sigismundo tries to capture more cities. Capture the factory,
build a cheap unit, such as a Recon, and kill it in combination with your
mech.
Infantry will also head south to attack your airfield. Your units, along
with your B Copter will make short work of that. The problem is, the tanks.
The best way to start is to move the Artillery that you start with south
of the mountain, where you have a salient where you can fire pretty well
behind the mountains. They will allow you to attack the tank force that
the enemy has while you are easily protected by mountains. Then send in
your own tank forces to mop up the enemy.
Move your Megatanks north and clear the forests and the ruins. You might
want infantry if you can't hunt down all the enemy forces. You want to
park the two factories, that is, put units on top of it so the enemy
can't build any new units. The enemy is going to have about 8 cities at
most, so he is going to be building Tanks and AA to fight you, and your
massive Megatank is going to make mince out of that, make sure you have
ammo. Capture the HQ and defeat all enemies.
S RANK
This is where you want to be very aggressive with your tanks. Moving the
artillery to do maximum damage as well as hit and run tactics with your
tanks early on to deplete the enemy tank forces. You will have massive
amounts of funds when you capture that first city, and preservation of
the infantry at the start will allow you to capture all the cities that
you can, allowing more funds, and more powerful units to crush the
enemy. B Copters and Tanks are the best units to use, they are cheap and
they can mince any unit that decides to be nasty to them.
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[6.18] Sudden Mutation / The Creeper
Commanding Officer - Tasha/Zadia
Enemy Commanding Officer - Tabitha/Larissa
S Rank Time Limit - 6 Days
Objectives - Destroy the Talon Gun or Defeat Enemies
Starting Units - 3 X Infantry, Mech, Tank, Rockets, Mobile Workshop,
T Copter, Anti-Air
Enemy Units - 2 X Mechs, Tank, Anti-Air, Rockets, Anti-Tank, Missiles,
Megatank
There is a quick way of finishing this one, and here it is.
Day 1
Move Tank, 2 South, 3 West
Move AA, 3 South, 3 West
Move Rockets, 2 South, 3 West
Day 2
Move Rockets, 3 South, 2 West
Move Tank, 2 South
Move AA, 1 West, 2 South
Build Bomber
Day 3
Move Rockets, 1 South, 3 West
Move Tank, 2 West, 1 North
Move AA, 4 West
Move Bomber, 3 South, 4 West
Build another Bomber
Day 4
Move Tank, AA and Rockets, 1 North, 1 West each
Load CO into Bomber and move 2 South, 4 West
Move other Bomber 1 West
Day 5
Attack Anti-Tank with Rockets
Day 6
Destroy Anti-Tank with the Rockets
Destroy Missile with Tasha
Finish Talon Gun with the other Bomber
This is the easier method, it allows for you to take down the Talon gun for
the S Rank straight away, without you having to worry about defeating all
the enemies. However, you can still defeat all the enemies, and I'll give
some help there.
The problem with defeating all the enemies is that you need to avoid the
Talon Gun, it is easier with it destroyed, but that is what the step by
step instruction is for. The problem is that enemy CO, once she boards a
unit, will be insane and extremely hard to stop, she is the weaker version
of the big boss though, so don't think she is that hard.
You have the funds advantage, so use it. You want your Mobile Workshop and
your Transport Copter to shift your infantry very quickly to capture all
those neutral cities that you will see. This will give you more funds and
allow you to expand to the skies.
This is where you need sheer numbers to take over the enemy cities. You
want to capture the enemy's factory and that will allow you to make sure
that you will have the enemy stop production. The problem with the brute
force doesn't get an S rank, nor it is good for a high score.
S RANK
Follow the step by step method, it normally works, it rarely fails. If
it fails at all. But don't try the brute force method, you will never
get an S rank by fighting your way through all the enemy units and trying
to get S rank. Your technique and speed will suffer greatly if you try.
------------------------------------------------------------------------------
[6.19] Survival Chances / Panic in the Ranks
Commanding Officer - Will/Ed
Enemy Commanding Officer - Greyfield/Sigismundo
S Rank Time Limit - 2 Days
Objectives - Defeat Enemy or Capture HQ
Starting Units - 2 X Infantry, Mech, Tank, Medium Tank, Mega Tank,
2 X Anti-Tanks, Anti-Air
Support Units - Infantry, 2 X Mechs, 2 X Anti-Air, Missiles, Bomber, Fighter
Enemy Units - Infantry, 2 X Mechs, 2 X Bikes, 2 X Recons, 3 X Tanks,
Medium Tank, Megatank, Artillery, 3 X B Copters, Duster,
Fighter, Bomber
Quite a large list of enemy units, but the problem is, you don't get to
control the support units, which are blue, and at first, they don't even fight
for you, which is a major problem. You need to do a single thing to make them
fight, and that is to get your CO Unit, the Megatank, to head to the Com
Tower and talk to the blue team, and then they will fight for you. At the
same time, move all your units south, you need to fight together.
You need to protect and operate out of the blue base. They have a large amount
of Anti-Air units so that makes your job of getting rid of the enemy's air
force a lot easier than you can do it. Your AA unit can help, but let them
take care of the air. Their bomber will also help you on the ground.
Meanwhile, position your Anti-Tanks to ensure that your Anti-Tanks get a
good shot first at the enemy takes, especially the enemy Megatanks. You
main aim here is to position your Anti-Tanks to do a lot of damage and then
cleaning up with your Tanks. Let the enemy worry about air. Just don't lose
the Anti-Tanks, so make sure you place your Megatank where they are to give
a massive boost to them. You will find that your CO unit is going to be
very important. Your CO can dish out the damage, as well as take a fair
bit and boost the attack of your other troops.
S RANK
You don't have long, so you need to quickly move south and take defensive
positions while rallying the blue team do actually do something other than
to sit there. You need to finish fast to get the speed score up, but you
should have no trouble getting power, since you are aiming for all enemies
defeated. Technique can get tricky if you lose too many units, so you want
to make the best use of the CO Zone.
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[6.20] The Saved Village / Salvation
Commanding Officer - Gage/Trak
Enemy Commanding Officer - None
S Rank Time Limit - 2 Days
Objectives - Defeat Enemy or Capture HQ
Starting Units - 3 X Infantry, 2 X Mechs, 3 X Bikes, Recon, Tank
Enemy Units - 10 X Infantry, 10 X Mechs, 2 X Tanks, Megatank
Don't worry about the Megatank, it doesn't have any ammo or fuel. The problem
here is that you don't get any factories or any building that will give you
units, so what you see is what you get. However, there is a very easy way to
win this mission that is given to you on the map, and that are the missile
silos that are all over the place. Remember to place your CO into a nice
unit, sure, the bonus of indirects don't apply, but a stronger unit for a
cheap price sure does.
Spread out your units, so the enemy missiles can't do much harm. You need to
scramble and launch as many missiles at your can at the massive amount of
enemy infantry that you have to fight, while you need to keep the missiles out
of the hand of the enemy.
The fastest way is to capture HQ. You need to missile the megatank and all the
other infantry to death, and then mop them up with your units. That is the
simple solution, while the enemy will band together with their joining forces
and they will put up a weak fight. Your recon will make short work of that.
Defeating all the enemy units wouldn't be all that hard either. They have the
powerup of the Communication Towers, but that isn't a very big boost. You need
to missile the enemy to death and band up to destroy the remainders. Don't let
them join into bigger units get the better of your units that have been on
the receiving end of the missiles.
S RANK
This isn't hard to S rank if you play around and make the most out of the
missile units. Your best method is to use the missiles on the War Tank, take
it out, and then rush to capture the enemy HQ. However, I've easily obtained
S Ranks using the defeat all enemies method, both methods work as well as
each other, so it is completely up to you which method that you decide to
use. Remember, just don't let the enemy join up their units, the AI will
do that, a lot.
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[6.21] Counter-Attack / Waylon Flies Again
Commanding Officer - Will/Ed, Tasha/Zadia
Enemy Commanding Officer - Waylon/Finn
S Rank Time Limit - 12 Days
Objectives - Defeat Enemy or Capture HQ
Starting Units - 2 X Infantry, 2 X Mechs, Bike, Anti-Air
Support Units - 2 X Tanks, 2 X Missiles, 2 X Anti-Air
Enemy Units - 2 X B Copters, 2 X Dusters, 3 X Fighters, Bomber
This may be the second hardest mission in the game, maybe third, but it
really isn't the hardest. The problem is that the enemy will build the
exact opposite of what you are using. Build an air force and he will build
a lot of AA to counter, but build a lot of Tanks, and in comes the Bombers.
So you need a decent mix in terms of troops.
What you need to do is to retreat all your infantry to capture all the
cities, while there is one area that you want complete control of, the
centre. Move your infantry back to capture the factories and the cities
close to the centre before the enemy units have a chance to intercept your
units and disrupt your capturing.
The blue team, will for the time being, will provide some anti-air fire
that you need since the enemy has a large air force at the start. Don't
let all the blue units die, if you do, you lose the battle.
When you have captured the factories, you need to build tanks and AA and
then send them to defend the centre. It you are worried about the air force
that he has, you should build missiles and place a fighter inside the missile
envelope of the missiles, so you can beat the crap out of his air force. Also
build rockets and place them behind the mountains, so you have the chance to
strike the centre.
Meanwhile, send all your AA and tanks to the centre, mount Ed/Will on a
heavy tank if you want to, Megatanks are too slow and make nice targets
for the bombers. Send them, or rush them to the centre, under the cover of
AA to make sure that the enemy air units don't decide to make a meal out of
the tanks.
You really need the centre under your control. The reason is that the centre
is going to provide much needed funds for both sides, and you want control. It
also serves as a rearm, repair and refuel point for all your ground forces,
and a good staging point. This is the part where you need to build one type
of unit, Bombers.
Bombers are useful here because they are exceptionally strong when pounding
ground units, and with all the AA that I've told you to amass in the centre,
the cost to the enemy's air force will far exceed any cost that can be dealt
to your bombers. That is, you will hurt his air force more than he can
possibly hurt your bombers. Make sure you have some APCs, with Mechs inside
of course, to keep those refueled.
The biggest threat is Waylon/Finn himself. He will often board the Fighter
or Duster, and that will make him extremely hard to take down as well as
the escorting units. If you have more than 5 bombers, use the left over
funds to get some Fighters to counter his air force.
Once you have a large enough army, with a massive ground force with large
amounts of tanks and AA units, escorted by a nice bomber force supported
with the fighters, you can make a massive push towards the base. You
don't want to go all through the centre.
Make some of your units sweep through the north and the south. That is
needed because the enemy is probably waiting outside the centre, and soon
you will have no space for any of your units to move. Units from the northern
road and the forest in the south will be able to flank the enemy from above
and below, and that will make more units go boom, well more of the enemy's
units go boom.
When the main force is gone, your main threat are the retreating units and
the factories that he has. You need to use your most powerful units, most
likely to be Bombers, or Tanks for the AA, and destroy all new units and park
on the factories, rending any new unit impossible to start. From here, you can
either do one of two things.
You can defeat all the enemy units, and that means rearm and refuel for your
bombers since they have the biggest range and movement to take down those
enemy units. For the capture HQ method, you need your Mechs in your APCs to
move and take the HQ. That's the easy solution to the hard mission.
S RANK
There is no secret to this S Rank. If you manage to keep control of the
centre, then you will get the S Rank, because failure to get control means
that the enemy gets the funds, and those extra thousands of credits makes it
very hard to fight back. Control the centre from the start, and keep control
throughout the battle.
------------------------------------------------------------------------------
[6.22] Countdown / Lin's Gambit
Commanding Officer - Lin
Enemy Commanding Officer - Greyfield/Sigismundo
S Rank Time Limit - 12 Days
Objectives - Defeat Enemy or Capture HQ
Starting Units - 3 X Infantry, Mech, Bike, Flare, Tank, Megatank, 2 X Rockets
2 X Mobile Workshops, Anti-Tank, Submarine, 3 X Cruisers,
Missile Boat, Battleship
Enemy Units - 3 X Mechs, Tank, Medium Tank, Megatank, Anti-Tank,
4 X Rockets, 2 X Carriers, 4 X Battleships, 2 X Landers,
2 X Missile Boats
You have a total of 40 days to complete this mission, otherwise, those little
missiles that are aimed at you will be launched and there goes the legion. So
you can actually lose if you take too long. Well, lets try to avoid that.
You will need to, first of all control all the cities that you can get your
hands on. The most important are the neutral cities, including the factory
and the port that is south of the Admiral's HQ.
The only way the enemy can attack you via land is going to be the land
route that your Rocket has control over. Use your rockets and place them on
the forest tile, using the Flare to spot targets. The other rockets should
be placed there as well, to provide more cover fire as well as covering the
shore of the island that is close to that location.
What you want here is not a ground force, you want a naval force. From the
first turn, you need to move all your naval units towards the Admiral's base
where his navy lies. Sink the Carrier with the Sub, and sink the other one if
you can. You need at least another Submarine for this mission, two would be
best, that would allow you to sink any lander or battleship that decides to
move.
Now, you need to move your Battleship to hunt the single unit that your Subs
can't touch, Cruisers. Build more Battleships to cover the port, and park
your Subs next to that location next to the port to reveal any new unit when
it spawns.
Now, you need to build up some ground forces, in the form of infantry and
that is about it. Load them into your Missile Boat and don't waste them
on your landers. What you are going to be attacking the ground forces that
are around the HQ are Carriers.
Build Seaplanes and search and destroy all the enemy units there are guarding
the HQ. There are two rockets there, so take them out straight away. While the
enemy will build some AA units to protect themselves, your Battleships can
make some short work of that. Make sure that you have a lot of Seaplanes, that
will give you the ability to still having a powerful attack power despite
having units away for refueling and rearming.
S RANK
This requires you to seriously rush the enemy HQ, capture is the only way to
go since this map is rather large, and yu do have to face the task that is the
Fog of War condition. You need to quickly control the seas, sinking the
carriers and bombarding all the other units to make sure that they don't
decide to float back. Concentrate all the air power that you can build from
your Carriers and use them to take control of the area around the HQ, and
then send in the infantry for the capture.
------------------------------------------------------------------------------
[6.23] Pulsatrix Assault / The Great Owl
Commanding Officer - Lin
Enemy Commanding Officer - Penny/Lily
S Rank Time Limit - 7 Days
Objectives - Defeat Enemy or Capture HQ
Starting Units - 3 X Infantry, 2 X Mechs, Bikes, 2 X Anti-Airs, B Copter,
2 X Megatanks, 3 X Fighters
Enemy Units - 3 X Tanks, Anti-Air, 4 X Anti-Tanks, 3 X Megatanks,
Artillery, 2 X Rockets, 2 X Missiles, 3 X Bombers,
2 X Fighters
Well, this isn't actually a hard missile, all you need to know is that the
massive bombmer will only pound the centre. It has a three tile radius,
and will hit for 5 damage per pound, so you should have the brains to
realise that sending your units into a path of a falling bomb really isn't a
good idea. Luckily, the AI doesn't think so.
Capture all the buildings that you can, but do not use the northern Airport.
The reason is because there is a nice missiles unit there that is helped by
some AA, so it makes it impossible to use it without losing many air units,
which you cannot afford to lose.
Instead, capture the airport for funds but concentrate on the south. Take
control of the southern factory and airport, and build up a small ground
force consisting of Tanks and Medium Tanks with some Anti-Air, and that
will be your ground force. Support your ground force with the B Copter
and some fighters. You can then use your B Copter to bait the enemy to
attack it and you can shoot them down with your own fighters and some Anti-Air
units. Make sure that you bait the Bombers as well, with some cheap units to
eliminate her entire air force. Then, it gets a hell of a lot easier for you
to finish this mission.
Push your attack force east, and your main aim here is to take control of the
afctory that is there, because that is the most important thing on the map,
it will be a source of enemies for you, or a place where you can provide some
heavy reinforcements that you urgently require.
However, make sure that you don't make an all or nothing attack. You do need
some units to cover your own base, leave an AA there for the protecting
against your HQ being captured, though that isn't such a big worry, it is
mostly likely on 1 HP after being bombed to the Stone Age but that massive
bomber that have trained on the centre.
Now, once you have captured the factory on the eastern side of the map, you
need to push for the HQ victory. Roll your stronger units to counter the
enemy's stronger units, using your Bombers to take out the Missiles and the
Rockets, clearing the path for your ground units to take out all ground based
AA units. Keep pushing with the reinforcements from your factory and send them
to replace your fallen units. That should ease things a bit. Don't bother
aiming for the defeating enemies approach, pack a Mech into the APC, roll her
up to the HQ, and aim for capture. Done.
S RANK
This isn't all that hard, you need to push through quickly, using a small
force of tanks and AA, bring in the rest of the units as you build them. Use
a CO unit, probably a Bomber, to do a bit more damage and take a bit more
without getting crushed. You don't want to take too long, otherwise your
speed will drop, but don't lose too many units, less your technique take a
hit as well.
------------------------------------------------------------------------------
[6.24] Sacrifical Lamb
Commanding Officer - Will/Ed
Enemy Commanding Officer - Tabitha/Larissa
S Rank Time Limit - 8 Days
Objectives - Defeat Enemy or Capture HQ
Starting Units - 3 X Infantry, 3 X Mechs, Tank, 2 X Anti-Tanks, 2 X Megatanks,
3 X Cruisers, 2 X Battleships, 4 X Landers
Enemy Units - 3 X Mechs, 2 X Tanks, Anti-Air, Anti-Tank, Artillery,
5 X Rockets, 2 X Cruisers, 2 X Missile Boats, Lander
This is going to be a hard mission, mainly that same bomber from before can
now actually move, and that is going to be very hard to win against. It will
attack you on your second, third and fourth Day, and it will hit where you
have the highest value.
Therefore, your main goal for the first three days is to take the hits for the
next few days on units that are valuable, but are not likely to need in
combat. Of course, the best units are going to be the Battleships and the
Megatanks, so you want to spread them out initially to make the damage to your
units as little as possible.
A nifty idea is to let them hit your landers. Group your landers together into
a nice bundle, to make sure that they can't resist. Don't worry, you're units
aren't going to be sunk until they are faced in battle. Well, that is one part
of the mission you've taken care of, you need to concentrate on the battle.
After you have that massive bomber trying to beat the crap out of your units,
you need to send your landers to take control of the missile silos that are on
some other islands. It is important that you have control of them, but you
don't want to be using them just yet.
You need to now build an invasion force. You have one to start with, but get
a few more units, in particular, the carrier. In fact, that is a good
distraction target with a lander. And you don't use an aircraft carrier to
attack targets, that's for sure.
Anyway, build some seaplanes and then use them to attack the enemy. Use the
missiles from the silo to hit the Rockets, finishing them off with your nice
big Battleships, provided they haven't been bombed to death. Now what you
need to do is to storm her island.
Use your tanks and kill everything, with reinforcements from your Seaplanes
if need be, since they are going to be a lot easier to use than a massive
amount of troops that need to be shifted on landers. After that has been
done, what you need to do now is to capture her bases. Her factories are a
good start, that will provide the reinforcements that you desperately need
to use. Then, aim for the HQ. When you are doing so, it would help if you
take control of the Com towers as well, they will give a little firepower
boost for your troops. Rush for her HQ, this is the secret to the mission,
just RUSH!
S RANK
The whole point of this mission is to move extremely fast and use your
units, provided that they don't have suffer bombs. Anyway, after the bombs
have stopped, you need to rush the island and provide air superiority with
your Carriers. You need to act fast, there isn't a lot of time here, so you
might need to do this a few times and learn from your mistakes.
------------------------------------------------------------------------------
[6.25] Inside Pulsatrix / Crash Landing
Commanding Officer - Lin
Enemy Commanding Officer - Penny/Lily
S Rank Time Limit - 7 Days
Objectives - Defeat Enemy
Starting Units - Mech, Recon, 2 X Anti-Air, 2 X Tank, 2 X Medium Tanks,
2 X Megatank, Mobile Workshop, 2 X Rockets, 2 X Anti-Tank,
Artillery
Enemy Units - Infantry, Mech, Bike, 3 X Tank, 2 X Recon, Medium Tank,
2 X Megatank, Artillery, Rockets, Anti-Air, Anti-Tank
A destroy all of the other team has mission. And you get to move first. You
really want to get first strike on everything that moves. And here is some
crappy advice.
You need to take down as many units as you can. Howeer, you want to take out
the most damaging ones first, because there is currently no way for you to
take out all the other enemy units without relenting. You need to bombard all
the heavy tanks first with your tanks and indirects. Then, target the infantry
and move all units out of range of the indirect units.
I will say it here, the Mech should be used expressly for the Anti-Tank. The
Mech is the only good unit here against the Anti-Tank that is used solely to
finish this quickly. Megatanks are the ones you want to take out first, then
the Medium Tank, then normal Tanks, the Anti-Tank, and maybe the Mech, and the
Anti-Air if you have the time. Ignore the indirects by moving out of the way
and you can deal with them next turn, while the enemy can't deal with you
while you have taken down their direct units.
Now your APC is going to be extremely necessary in this case. You want that
unit to move around and delivering ammo. You need to start this around about
the second and third day on one side, and rushing to the other side to get
their ammo up before they become an expensive tank that only uses its machine
gun against other tanks.
Once all the current units are dead, you need to face some reinforcements.
Three tanks will appear on the left side, and three rockets will appear on the
right side. However, for the rockets, save one on minimal health and take it
out the next turn, there is a reason for this.
Once the next turn is here, take down the lone weak rockets, and then you
get more reinforcements. You get the same combination of three tanks and
three rockets, but they will swap sides. This is the reason I told you not
to kill the rockets in the same turn that they arrive, you'd have to face
more reinforcements.
Kill them again, and then leave the rockets alone again on some relatively
weak health. Again, once the next turn is here, kill the rockets, and more
reinforcements turn up. 6 Rockets. That is easy because they are so weak and
easy to kill. That will be the final round of reinforcements, so its a victory
for you.
S RANK
This is relatively easy to S Rank, all you need to do is to take a break on
the weak reinforcements, so the reinforcements aren't going to be facing units
that have already moved, they are facing fresh units. You don't want to lose
too many units, that is the important thing, and for once, time won't be too
big an issue here, it is making sure that you still have a fair amount of
units standing at the end of the battle.
------------------------------------------------------------------------------
[6.26] Final Experiment / Lab Rats
Commanding Officer - Will/Ed
Enemy Commanding Officer - Tabitha/Larissa
S Rank Time Limit - 13 Days
Objectives - Defeat Enemy or Capture HQ
Starting Units - Mech, Anti-Air, Tank, 2 X Medium Tanks, Duster
Enemy Units - Recon, 2 X Tanks, 6 X Megatanks, Rockets, 3 X Missiles,
Fighter, 3 X Bombers
You might think that you are royally screwed for this mission, but you aren't
so in the first round, what you want to do is to destroy all the missiles.
That is the most important thing, the next important thing is that the Mech
CAPTURE THE AIRPORT IS IT NEAR AT ALL COSTS. You need to destroy all the
missiles, regardless because it is important for what happens next. The first
one will require your Duster to hit it for two, and then some more luck for
being killed by the Medium Tank. That needs to happen, otherwise, you are
going to be facing a big problem.
After the third day, reinforcements arrive. The brings a hell of a lot of
units, a large amount of tanks and bombers, which you need to use to get
rid of all the meteors in the area so your tanks can actually do some
damage. Use all the infantry to capture all the buildings. The most important
property on the map is right in the middle.
That factory in the centre of the map is the most important base that you
can get and you need to capture that at all costs. This is important because
this is where you are going to produce all the reinforcements that you need
to win this mission. There is also another factory that you will need to get,
but this one is behind plasma wall is one you want to prevent the enemy from
getting. Rush out some rockets and move it to cover the Factory. That way,
if they want to capture, they need to face some hostile rockets.
Now the problem is that factory itself. If the enemy manages to capture it,
you need to capture it back. You need to use whatever ground forces that
you can to get it back. Swarms of Megatanks sound rather good against other
megatanks, provided that you have some rockets to back you up.
There is a relatively good chokepoint there, so you have the easy time of
baiting the enemy units with some Rockets to take out the threats. Her air
power is still a threat, so use some Missiles that you have been given and
use them to cover all your troops.
You want to creep towards the enemy's base. You want to use your tanks to
move forward, and use your rockets, which should be heavily protected, and
use them to creep forwards, and that will allow you to gain more and more
land, which you then use rush and capture that factory. Capturing that
faction will be the turning point.
From then, you will have to deal with the rest of their megatanks and the
chair force. Slam them out of the sky, and you just need to keep pushing
forwards, that is all you need to do. Push her, and keep harassing her units
and move towards her base and capture it. You need to park her factories and
take her HQ.
Never let the CO get into a unit, that is because the CO power is one of the
most deadly powers that you will ever face in the game. She, in a unit, is
extremely powerful, she gets at least a 60% boost to attack and defence, and
that is quite a boost. You need to use a lot of firepower to take her down,
and she is most likely to get into a fighter, so bring some AA units to make
sure that it doesn't get a chance to build up the CO power. Luckily, the
unit doesn't have a CO Zone when it starts out.
S RANK
Well, this is quite hard to S Rank, so you need to save often and hope for
the best. You want strong powerful units, so don't build a lot of small
cheap units because that will ruin your score, as well as taking a long
period of time, because that will drop your speed score. You also need
to make sure the enemy gets a pounding, otherwise your power score doesn't
get a workout, but that shouldn't be too hard. This is the second hardest
mission in the game, the one below is the hardest.
------------------------------------------------------------------------------
[6.27] Beam of Light / Sunrise
Commanding Officer - Will/Ed
Enemy Commanding Officer - Caulder/Stolos
S Rank Time Limit - 4 Days
Objectives - Destroy all Five Laser Cannons or Defeat Enemy
Starting Units - 6 X Infantry, Medium Tank, 2 X Megatanks, Anti-Air, Rockets,
Missiles, Fighter, Anti-Tank, Bomber
Enemy Units - 2 X Tank, 2 X Medium Tank, 4 X Megatanks, Artillery,
B Copter
This is the hardest mission in the game because it is also the last mission
that you need to do, but foutunately, there is a step by step process for
this mission because it isn't all that hard this way.
Just to make it easier, there are three seperate teams under your control.
The Western most force will be the Western Team, the Southern most force
will be the Southern Team, the the ones on the east side will be the Eastern
Team. Since this is a 7 days guide, you will need to note that on DAYS 2, 4
AND 6, ALL YOUR INFANTRY NEED TO CAPTURE THE PROPERTIES. THIS IS PRETTY
SELF-EXPLANATORY. ALSO, DO NOT BUILD ANYTHING UNLESS I TELL YOU TO. THIS IS
IMPERATIVE.
Day 1
Western Team
Move Left Infantry 3 East, Capture Factory
Move Right Infantry 2 East, 1 South, Capture Com Tower
Move Megatank (CO), 4 North
Move Rockets 4 North
Build Megatank at North Factory
Move Anti-Air 2 South, 2 West
Southern Team
Move Left Infantry 2 East, 1 South, Capture Airport
Move Right Infantry 1 East, 1 North, Capture Com Tower
Move Medium Tank 3 North, 1 West (Part of West Team Now)
Move Missiles 2 West, 2 North (Part of West Team Now)
Move Fighter 9 East
Eastern Team (Split into West and Southern Teams next turn)
Move South Infantry 2 East, 1 North, Capture Com Tower
Move North Infantry 1 North, 2 East, Capture Airport
Move Megatank 3 North, 1 East
Move Anti-Tank 1 West, 1 North
Move Bomber 7 North
Day 2
Western Team
Capture Factory
Capture Com Tower
Use Rockets to Attack Far West Laser
Use CO Unit to Destroy Far West Laser
Move 7 HP Megatank 1 North, 3 East
Move Anti-Air 6 East
Move Medium Tank 4 East
Move Missiles 1 South, 3 East
Southern Team
Save Game
Capture Airport
Capture Com Tower
Move Anti-Tank 4 North
Move Megatank 3 North, Attack Megatank
Move Fighter 9 North, Attack Fighter
Move Bomber 2 North, Attack Megatank
Day 3
Western Team
Move Infantry on Airport 1 North, 1 East, capture Factory
Move Infantry on Com Tower 1 North, 1 East, capture City
Move Missiles 3 East
Move Medium Tank 2 East
Move CO Unit 1 South, attack Medium Tank
Move Anti-Air 3 East
Move Megatank 3 East, 1 South
Move Rockets 2 East, 2 South
Move Infantry on Factory 2 East, 1 South, capture Airport
Move Infantry on Com Tower 2 South, 1 West, capture City
South Airport, Build Bomber
Southern Team
Move Bomber 4 East, 2 North, Attack Far East Laser
Move Megatank 1 North
Move Anti-Tank 4 North
Move Fighter 2 South, 1 East, Attack B Copter
Move Infantry on Airport 2 West, capture Factory
Move Infantry on Com Tower 1 South, 1 West, capture City
Airport, Build Fighter
Day 4
Western Team
Capture Factory
Capture City
Move CO Unit, 3 East, Attack Missiles
Move Rockets 3 East
Move New Bomber 7 North
Move Megatank 4 North, Attack Tank
Move Medium Tank 5 North
Move Anti-Air 3 North
South Airport, Build Bomber
Southern Team
Use Bomber to Destroy Far East Laser
Move Megatank 2 West, 1 North
Move Weak Fighter 6 West, 3 South (Now Western Team)
Move Anti-Tank 1 West
Move New Fighter 2 West, 7 North, Attack B Copter
Day 5
INFANTRY ARE NOT NEEDED ANYMORE, THEY CAN CAPTURE ANYTHING NOW.
Western Team
Move CO Unit 1 South, 2 East, 1 North, Attack Rockets
Save Game.
Use 7 HP Megatank, move 1 East, 2 North, Destroy Artillery
RELOAD IF 7 HP MEGATANK DID NOT SUCCEED AND TRY AGAIN.
If less than 7 HP, use Megatank on Artillery, use Anti-Air to destroy
Move 7 HP Bomber 3 North, 2 East
Move New Bomber 7 North
Use Medium Tank to attack Tank
Use Rockets to attack Megatank
Move Missiles 1 North
Build Bomber at Airport closest to Lasers
Southern Team
Use Megatank to attack Megatank
Move Anti-Tank 2 North
Move Fighter 1 West, 1 North, attack enemy Duster
Move 2 HP Bomber 3 West, 2 South, 1 West
Build Anti-Air at Eastern Most Factory
Day 6
Western Team
Use CO Power
Use Rockets to attack Megatank
Move Bomber at Airport 6 North, Attack Megatank
Move 7 HP Bomber 1 East, 3 North, Attack Left Laser
Move 7 HP Megatank 1 East, 1 North, Attack Centre Laster
Move 1 HP Megatank 4 North, Join previous Megatank
Move 10 HP Bomber 3 North, 2 East
Build Bomber at Airport closest to Lasers
Southern Team
Use Fighter to Attack Seaplane
Use Weak Bomber 1 South of Seaplane join with another Bomber
Move Weak Fighter 4 East, 4 North, attack Seaplane
Use Anti-Tank attack Right Laser
Day 7
Western Team
Move CO Unit 2 North, 2 East, Destroy Right Laser
Use Megatank to destroy Centre Laser
Use Bomber to Destroy Left Laser, or Retreat Bomber, use another unit.
S RANK
This will always get the S Rank that you will be looking for, it is the only
way of getting the S Rank in this mission, it is at best an A Rank with the
defeat all enemies method. Rout method, well, just attack everyone and attack
everything, done.
------------------------------------------------------------------------------
[A] Contact Information
APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. Never on that
c,h,e,a,t,c,c.c,o,m. Remove the commas.
Hey, what do you know, it looks just like my previous legal things, cause I'm
too lazy to make another one. That block button is mighty fun to use.
******************************************************************************
Before you E-Mail me, read the guide first. If the answer is not in here, then
E-Mail me. If it is, don't bother as I won't reply.
******************************************************************************
To contact me, e-mail me at
hillsdragon13 [at] hotmail [dot] com
Replace at with @ and dot with .
Don't add me to MSN Messenger List because if I don't know you, I won't accept
you, simple as that.
E-Mail me (and anyone else you want to e-mail) with courtesy and respect as
we are living people like you. Have a title of what you are sending so I know
what is going on. If you try to send attachments, I won't open them so stick
the information in the E-Mail.
Please write in English or anything close to it. It can't understand foreign
lanMeters so please don't give me a page long quote in Mexican or Antarctic
penguin lanMeter cause I don't understand.
Don't write in sloppy English. I mean, who the hell would understand "Hwo Od
Yoi Di Tjih Ni Tz Gmezor?" Don' be too formal, a question is not a freakin
business agreement so don't say "Dear Sir, In accordance to your Walkthrough
to the Game, AD - DoR, ..." it makes me wonder if I'm talking to a freak,
the President of the United States of America or Bill Gates or Donald Trump.
I will credit you if you send me information about this game that is not in
the FAQ. I will also be grateful if you see this FAQ somewhere else other than
Gamefaqs or a site which has my permission. If you do, tell me so I can kick
their ass to Pluto and make them bounce off to the other side of the Universe.
I will not respond to:
* Spam
* Bill Gate's Spam (He gets spam of up to 4 million per day)
* Something not related with the Advance Wars
* Something already covered
* Illegal stuff, like piracy and roms
* Technical Problems
Technical Problems will not be answered as they should be sent to Nintendo not
me.
I didn't design the game so I shouldn't know what's wrong with it, its your
game not MINE.
------------------------------------------------------------------------------
[B] Webmaster Information
ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED BELOW
GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS
YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT.
YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT.
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[C] Credits
This section is where you see your name. It will be long. The names are either
Board Names from the Boards or your e-mail so if your name is Bob Rob and
another Bob Rob posted the message, the First Bob Rob will not be credited so
in short, someone around the world who shares the same name as you will not
be credited for your work.
CJayC, Thanks for the Memories
SBAllen for the job of administration GameFAQs
Intelligent Systems for developing the game
Deathborn 668 for giving me a good example.
Me for making it
Hotmail for giving me the e-mail account
http://www.rootsecure.net/index.php?p=ascii_generator for the ascii art
You for reading it
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[D] Sites FAQ is on
Current FAQ is On
www.gamefaqs.com will always have the latest versions
May be outdated
www.neoseeker.com
www.supercheats.com
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[E] Copyright
This game is Copyright 2007 Intelligent Systems. All Rights Reserved
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Please abide with the terms. If not, you will be facing a lawsuit you cannot
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